refactor(setup): unify controller I/O — event-driven relays[] + generic inputs[]
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The controller new/edit modal hardcoded both its outputs and its inputs, so an
operator could neither add a generic event-driven relay nor a free-standing input
(e.g. a second radar at the exit). This unifies both into symmetric, first-class
lists. Behaviour for existing booths is unchanged (back-compat, no DB migration).

Outputs — one event→action relays[] list:
- A relay is "when EVENT X happens, do its action": entry/exit/both pulse a
  barrier; a new `radarAlert` event drives a non-barrier alert lamp (blink while
  its trigger input is active, SOLID once the camera confirms a car).
- Dropped the separate config.buttonLight block — the lamp is just a relays[] row
  with direction:"radarAlert" (triggerInput + blink cadence). `alertRelaysOf()`
  replaces `buttonLightOf()`; ButtonLightController keeps its proven 3-state
  machine (serialized UDP, fail-OFF, hot-reload), now keyed per controllerId:relay
  so several alert lamps on one controller run independently. Every barrier
  resolver skips radarAlert rows (no auto-open; barrier-not-a-door intact).

Inputs — one first-class config.inputs[] list (the twin of relays[]):
- Each row is { input, role, relay?, kind?, activeLow?, cooldownSec? } with a
  "+ Add input" button. role ∈ button | presence | alertTrigger; button/presence
  name the relay they serve. An exit radar is just another presence row.
- Keystone `inputsOf(row)`: returns config.inputs[] or SYNTHESIZES it from the
  legacy relays[].button/presenceInput/... fields, so relayForButton /
  relayForPresence resolve identically from either shape — zero-downtime, no
  migration. entry-flow.ts is unchanged (resolves through the same functions).
- Fixed a latent bug this exposed: the alert lamp's camera lock was hardcoded to
  the ENTRY camera. Added relays[].lockLane ("entry"|"exit", default entry); the
  lamp now locks on its own lane's camera, so an exit radar's lamp tracks the exit
  camera. button-light tracks both #entryBusy/#exitBusy.
- Driver: extracted activeLowFrom(config) — merges inputs[] activeLow, legacy
  relays[].presenceActiveLow, and the inputActiveLow escape hatch.

UI: the relay dropdown gained a "Radar alert" option (reveals trigger/lock/blink
inputs); InputEditor is rewritten to a generic list (role select folds loop/radar);
i18n sq+en kept at type-parity.

Tests: new device-resolve.test.ts (inputs[] resolution + legacy fallback identical
+ exit-radar resolves to the exit relay); button-light gains a two-independent-
alert-relays case and an exit-lamp lockLane case; access-dingtian gains
activeLowFrom cases. Full workspace build/lint/test green (i18n parity included).

Wiki + memory updated (button-light-indicator, entry-double-press, dingtian-relay).

Claude-Session: https://claude.ai/code/session_01Xcm6ikLgGoCxxHrxtjkk5V
This commit is contained in:
2026-06-28 11:23:15 +02:00
parent 25a72ff20a
commit 4418594af0
15 changed files with 970 additions and 444 deletions
+99 -67
View File
@@ -2,28 +2,33 @@ import { eq, devices, type Db, type DeviceRow } from "@parking/db";
import type { FastifyBaseLogger } from "fastify";
import { hasAuxOutput, registry, type AuxOutputDevice } from "@parking/devices";
import { deviceEvents, type DeviceInputEvent, type LaneStatusEvent } from "./device-events.js";
import { buttonLightOf, relayForPresence, type ButtonLightSpec } from "./device-resolve.js";
import { alertRelaysOf, relayForPresence, type RelaySpec } from "./device-resolve.js";
// The entry button's 12 V light, driven by the RADAR input vs. the camera "car in
// zone" signal (the existing advisory lane-status). A disagreement indicator:
// radar present + lane busy (camera confirms a car) → SOLID on
// radar present + lane free (radar sees something, no car) → BLINK (~1 Hz)
// Alert (radarAlert) relays — non-barrier indicator lamps, e.g. the entry button's 12 V
// light. Each lamp is a `relays[]` row with event `radarAlert`, driven by ITS trigger
// input vs. the camera "car in zone" signal (the advisory lane-status). A disagreement
// indicator:
// trigger active + lane busy (camera confirms a car) → SOLID on
// trigger active + lane free (radar sees something, no car) → BLINK (~1 Hz)
// otherwise → OFF
// The lamp is a NON-barrier aux output (setAux latch), so holding/blinking it is fine
// — barrier-not-a-door applies only to barriers, which still only pulseOpen. The lamp
// FAILS OFF: any error / shutdown leaves it off, so a dead lamp is "no hint", never a
// misleading solid "go". See wiki/concepts/button-light-indicator.md.
// misleading solid "go". A controller may have several alert relays (each its own row +
// trigger input), keyed independently. See wiki/concepts/button-light-indicator.md.
type LightState = "off" | "solid" | "blink";
const DEFAULT_BLINK_MS = 500;
/** Per-controller live state for the lamp rule. */
/** Per-lamp live state for the alert rule (one per radarAlert relay). */
interface LampState {
/** Lamp config (relay #, blink ms). Mutable: #reconcile updates it in place when the
* admin changes the button-light config without a restart. */
spec: ButtonLightSpec;
/** Is the radar (presence input on an entry relay) currently active? */
/** The controller this lamp lives on (its deviceId) — for resolving the aux adapter. */
readonly controllerId: string;
/** Alert relay row (relay #, triggerInput, blink ms). Mutable: #reconcile updates it in
* place when the admin changes the alert config without a restart. */
spec: RelaySpec;
/** Is the lamp's trigger input (the radar) currently active? */
present: boolean;
/** The high-level state we're rendering (to avoid restarting a running blink). */
rendered: LightState | null;
@@ -50,10 +55,13 @@ export class ButtonLightController {
readonly #db: Db;
readonly #logger: FastifyBaseLogger;
readonly #resolveAux: AuxResolver;
/** Per-controller state, keyed by controller deviceId. */
/** Per-lamp state, keyed by `${controllerId}:${relay}` (a controller may have several). */
readonly #lamps = new Map<string, LampState>();
/** Latest lane status (entry busy = a camera-confirmed car in the entry zone). */
/** Latest lane status — a camera-confirmed car in the entry / exit zone. A lamp locks
* SOLID off its OWN lane's camera (`spec.lockLane`), so an exit radar's lamp tracks the
* exit camera, not the entry one. */
#entryBusy = false;
#exitBusy = false;
/** Controllers we've already warned lack the aux-output capability (warn once). */
readonly #warned = new Set<string>();
#unsubInput: (() => void) | null = null;
@@ -69,7 +77,7 @@ export class ButtonLightController {
start(): void {
this.#reconcile();
// All lamps start OFF (known-safe baseline) regardless of prior device state.
for (const [controllerId, lamp] of this.#lamps) this.#apply(controllerId, lamp);
for (const lamp of this.#lamps.values()) this.#apply(lamp);
this.#unsubInput = deviceEvents.onInput((e) => this.#onInput(e));
this.#unsubLane = deviceEvents.onLaneStatus((s) => this.#onLane(s));
@@ -86,34 +94,36 @@ export class ButtonLightController {
const seen = new Set<string>();
for (const row of rows) {
if (!row.enabled) continue;
const spec = buttonLightOf(row);
if (!spec) continue;
seen.add(row.id);
const existing = this.#lamps.get(row.id);
if (existing) {
existing.spec = spec; // pick up a changed relay # / blink cadence
} else {
this.#lamps.set(row.id, {
spec,
present: false,
rendered: null,
blink: null,
blinkOn: false,
desiredOn: false,
confirmedOn: null,
sending: false,
});
for (const spec of alertRelaysOf(row)) {
const key = lampKey(row.id, spec.relay);
seen.add(key);
const existing = this.#lamps.get(key);
if (existing) {
existing.spec = spec; // pick up a changed trigger input / blink cadence
} else {
this.#lamps.set(key, {
controllerId: row.id,
spec,
present: false,
rendered: null,
blink: null,
blinkOn: false,
desiredOn: false,
confirmedOn: null,
sending: false,
});
}
}
}
// Drop lamps whose controller no longer declares one (or was disabled/removed).
for (const [id, lamp] of this.#lamps) {
if (seen.has(id)) continue;
for (const [key, lamp] of this.#lamps) {
if (seen.has(key)) continue;
if (lamp.blink) {
clearInterval(lamp.blink);
lamp.blink = null;
}
this.#finalOff(id, lamp); // best-effort fail-OFF before forgetting it
this.#lamps.delete(id);
this.#finalOff(lamp); // best-effort fail-OFF before forgetting it
this.#lamps.delete(key);
}
}
@@ -123,28 +133,36 @@ export class ButtonLightController {
#onInput(e: DeviceInputEvent): void {
// Reconcile first so a lamp added/changed since boot (no restart) is picked up.
this.#reconcile();
const lamp = this.#lamps.get(e.deviceId);
if (!lamp) return; // no lamp on this controller
const presence = relayForPresence(this.#db, e.deviceId, e.input);
if (!presence) return; // not the presence/radar terminal
const present = e.edge === "on";
if (present === lamp.present) return;
lamp.present = present;
this.#apply(e.deviceId, lamp);
for (const lamp of this.#lamps.values()) {
if (lamp.controllerId !== e.deviceId) continue;
// A lamp's trigger is its own `triggerInput`; if unset, fall back to the controller's
// entry-relay presence terminal (resolved the SAME way the entry flow does) so the
// lamp and the one-car-one-ticket gate always agree on "a car is here".
const trigger =
lamp.spec.triggerInput ?? relayForPresence(this.#db, e.deviceId, e.input)?.presenceInput;
if (trigger !== e.input) continue; // not this lamp's trigger terminal
if (present === lamp.present) continue;
lamp.present = present;
this.#apply(lamp);
}
}
/** Lane status changed: entry busy = a camera-confirmed car in the entry zone. */
/** Lane status changed: a camera-confirmed car in the entry and/or exit zone. */
#onLane(s: LaneStatusEvent): void {
if (s.entry === this.#entryBusy) return;
if (s.entry === this.#entryBusy && s.exit === this.#exitBusy) return;
this.#entryBusy = s.entry;
// Re-render every lamp (the camera signal is site-wide entry status).
for (const [controllerId, lamp] of this.#lamps) this.#apply(controllerId, lamp);
this.#exitBusy = s.exit;
// Re-render every lamp (each picks its own lane's camera in #apply).
for (const lamp of this.#lamps.values()) this.#apply(lamp);
}
/** Compute + render the target state for one lamp. Drives are fire-and-forget (the
* timer/state machine is synchronous; the UDP write resolves on its own). */
#apply(controllerId: string, lamp: LampState): void {
const target: LightState = !lamp.present ? "off" : this.#entryBusy ? "solid" : "blink";
#apply(lamp: LampState): void {
// SOLID only once THIS lamp's lane camera confirms a car (default entry).
const laneBusy = lamp.spec.lockLane === "exit" ? this.#exitBusy : this.#entryBusy;
const target: LightState = !lamp.present ? "off" : laneBusy ? "solid" : "blink";
if (target === lamp.rendered) return; // already rendering this state
// Tear down any running blink before switching states.
@@ -156,10 +174,10 @@ export class ButtonLightController {
if (target === "off") {
lamp.desiredOn = false;
this.#pump(controllerId, lamp);
this.#pump(lamp);
} else if (target === "solid") {
lamp.desiredOn = true;
this.#pump(controllerId, lamp);
this.#pump(lamp);
} else {
// BLINK: a wall-clock timer flips ONLY the desired flag; #pump does the actual
// (serialized) UDP send. A symmetric cadence uses one interval; an asymmetric one
@@ -172,7 +190,7 @@ export class ButtonLightController {
const tick = () => {
lamp.blinkOn = !lamp.blinkOn;
lamp.desiredOn = lamp.blinkOn;
this.#pump(controllerId, lamp);
this.#pump(lamp);
if (onMs !== offMs && lamp.blink) {
clearInterval(lamp.blink);
lamp.blink = setInterval(tick, lamp.blinkOn ? onMs : offMs);
@@ -181,7 +199,7 @@ export class ButtonLightController {
};
lamp.blink = setInterval(tick, onMs);
lamp.blink.unref?.();
this.#pump(controllerId, lamp);
this.#pump(lamp);
}
}
@@ -190,10 +208,10 @@ export class ButtonLightController {
* the relay stuck on a stale packet. Here a single in-flight send is guaranteed
* (`sending` guard); when it resolves, if the desired state moved on we send again —
* so the LAST desired state is always the one finally asserted on the device. */
#pump(controllerId: string, lamp: LampState): void {
#pump(lamp: LampState): void {
if (lamp.sending) return; // a send is already in flight; it'll re-check on completion
if (lamp.confirmedOn === lamp.desiredOn) return; // already there — no redundant UDP
const aux = this.#resolveAux(controllerId);
const aux = this.#resolveAux(lamp.controllerId);
if (!aux) return;
const target = lamp.desiredOn;
lamp.sending = true;
@@ -204,13 +222,13 @@ export class ButtonLightController {
})
.catch((err: unknown) => {
// Leave confirmedOn unchanged so the next pump retries this state. Never escalates.
this.#logger.error(`button-light setAux failed (${controllerId} R${lamp.spec.relay}): ${(err as Error).message}`);
this.#logger.error(`button-light setAux failed (${lamp.controllerId} R${lamp.spec.relay}): ${(err as Error).message}`);
})
.finally(() => {
lamp.sending = false;
// Desired state may have changed (or the send failed) while we were busy —
// re-pump to converge. This is what makes the final state authoritative.
if (lamp.confirmedOn !== lamp.desiredOn) this.#pump(controllerId, lamp);
if (lamp.confirmedOn !== lamp.desiredOn) this.#pump(lamp);
});
}
@@ -242,34 +260,48 @@ export class ButtonLightController {
this.#unsubLane?.();
this.#unsubInput = null;
this.#unsubLane = null;
for (const [controllerId, lamp] of this.#lamps) {
for (const lamp of this.#lamps.values()) {
if (lamp.blink) {
clearInterval(lamp.blink);
lamp.blink = null;
}
// Best-effort fail-OFF on shutdown.
this.#finalOff(controllerId, lamp);
this.#finalOff(lamp);
}
}
/** Drive a lamp OFF as a one-shot (used when dropping/stopping a lamp): set desired
* OFF and pump. The serialized worker still applies, so this can't collide with an
* in-flight send — it converges to OFF. */
#finalOff(controllerId: string, lamp: LampState): void {
#finalOff(lamp: LampState): void {
lamp.desiredOn = false;
this.#pump(controllerId, lamp);
this.#pump(lamp);
}
/** Test seam: current high-level state being rendered for a controller. */
stateOf(controllerId: string): LightState | null {
return this.#lamps.get(controllerId)?.rendered ?? null;
/** Test seam: current high-level state being rendered for a lamp (controller + relay).
* `relay` defaults to the controller's only/first alert relay for single-lamp tests. */
stateOf(controllerId: string, relay?: number): LightState | null {
return this.#lamp(controllerId, relay)?.rendered ?? null;
}
/** Test seam: the state last CONFIRMED on the device for a controller (after a
* successful send). null = unknown / nothing sent yet. */
confirmedOf(controllerId: string): boolean | null {
return this.#lamps.get(controllerId)?.confirmedOn ?? null;
/** Test seam: the state last CONFIRMED on the device for a lamp (after a successful
* send). null = unknown / nothing sent yet. `relay` defaults to the only alert relay. */
confirmedOf(controllerId: string, relay?: number): boolean | null {
return this.#lamp(controllerId, relay)?.confirmedOn ?? null;
}
/** Resolve a lamp by controller + relay. When `relay` is omitted, returns the
* controller's single lamp (the common single-alert case); ambiguous if several. */
#lamp(controllerId: string, relay?: number): LampState | undefined {
if (relay != null) return this.#lamps.get(lampKey(controllerId, relay));
for (const lamp of this.#lamps.values()) if (lamp.controllerId === controllerId) return lamp;
return undefined;
}
}
/** Composite key for the lamp map (a controller may carry several alert relays). */
function lampKey(controllerId: string, relay: number): string {
return `${controllerId}:${relay}`;
}
/** Build a controller row's live aux device (exported for reuse/tests). */