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MockSensors.cs
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// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using System;
using System.Threading.Tasks;
using Microsoft.Coyote.Random;
using Microsoft.Coyote.Samples.Common;
using Microsoft.Coyote.Specifications;
namespace Microsoft.Coyote.Samples.CoffeeMachineTasks
{
/// <summary>
/// This interface represents the state of the sensors in the coffee machine. This is
/// designed as an async interface to show how one might design a distributed system where
/// messaging could be cross-process, or cross-device. Perhaps there is a board in the
/// coffee machine that contains the sensors, and another board somewhere else in the machine
/// that runs the brain, so each sensor read/write is an async operation. In the case of
/// a cloud service you would also have async interface for messaging. This async nature is
/// where interesting bugs can show up and is where Coyote testing can be extremely useful.
/// </summary>
internal interface ISensors
{
Task<bool> GetPowerSwitchAsync();
Task SetPowerSwitchAsync(bool value);
Task<double> GetWaterLevelAsync();
Task<double> GetHopperLevelAsync();
Task<double> GetWaterTemperatureAsync();
Task<double> GetPortaFilterCoffeeLevelAsync();
Task<bool> GetReadDoorOpenAsync();
Task SetWaterHeaterButtonAsync(bool value);
Task SetGrinderButtonAsync(bool value);
Task SetShotButtonAsync(bool value);
Task SetDumpGrindsButtonAsync(bool value);
Task TerminateAsync();
/// <summary>
/// An async event can be raised any time the water temperature changes.
/// </summary>
event EventHandler<double> WaterTemperatureChanged;
/// <summary>
/// An async event can be raised any time the water temperature reaches the right level for making coffee.
/// </summary>
event EventHandler<bool> WaterHot;
/// <summary>
/// An async event can be raised any time the coffee level changes in the porta filter.
/// </summary>
event EventHandler<double> PortaFilterCoffeeLevelChanged;
/// <summary>
/// Raised if we run out of coffee beans.
/// </summary>
event EventHandler<bool> HopperEmpty;
/// <summary>
/// Running a shot takes time, this event is raised when the shot is complete.
/// </summary>
event EventHandler<bool> ShotComplete;
/// <summary>
/// Raised if we run out of water.
/// </summary>
event EventHandler<bool> WaterEmpty;
}
/// <summary>
/// This is a mock implementation of the ISensor interface.
/// </summary>
internal class MockSensors : ISensors
{
private readonly AsyncLock Lock;
private bool PowerOn;
private bool WaterHeaterButton;
private double WaterLevel;
private double HopperLevel;
private double WaterTemperature;
private bool GrinderButton;
private double PortaFilterCoffeeLevel;
private bool ShotButton;
private readonly bool DoorOpen;
private readonly Generator RandomGenerator;
private ControlledTimer WaterHeaterTimer;
private ControlledTimer CoffeeLevelTimer;
private ControlledTimer ShotTimer;
public bool RunSlowly;
private readonly LogWriter Log = LogWriter.Instance;
public event EventHandler<double> WaterTemperatureChanged;
public event EventHandler<bool> WaterHot;
public event EventHandler<double> PortaFilterCoffeeLevelChanged;
public event EventHandler<bool> HopperEmpty;
public event EventHandler<bool> ShotComplete;
public event EventHandler<bool> WaterEmpty;
public MockSensors(bool runSlowly)
{
this.Lock = new AsyncLock();
this.RunSlowly = runSlowly;
this.RandomGenerator = Generator.Create();
// The use of randomness here makes this mock a more interesting test as it will
// make sure the coffee machine handles these values correctly.
this.WaterLevel = this.RandomGenerator.NextInteger(100);
this.HopperLevel = this.RandomGenerator.NextInteger(100);
this.WaterHeaterButton = false;
this.WaterTemperature = this.RandomGenerator.NextInteger(50) + 30;
this.GrinderButton = false;
this.PortaFilterCoffeeLevel = 0;
this.ShotButton = false;
this.DoorOpen = this.RandomGenerator.NextInteger(5) is 0;
this.WaterHeaterTimer = new ControlledTimer("WaterHeaterTimer", TimeSpan.FromSeconds(0.1), this.MonitorWaterTemperature);
}
public Task TerminateAsync()
{
StopTimer(this.WaterHeaterTimer);
StopTimer(this.CoffeeLevelTimer);
StopTimer(this.ShotTimer);
return Task.CompletedTask;
}
public async Task<bool> GetPowerSwitchAsync()
{
// to model real async behavior we insert a delay here.
await Task.Delay(1);
return this.PowerOn;
}
public async Task<double> GetWaterLevelAsync()
{
await Task.Delay(1);
return this.WaterLevel;
}
public async Task<double> GetHopperLevelAsync()
{
await Task.Delay(1);
return this.HopperLevel;
}
public async Task<double> GetWaterTemperatureAsync()
{
await Task.Delay(1);
return this.WaterTemperature;
}
public async Task<double> GetPortaFilterCoffeeLevelAsync()
{
await Task.Delay(1);
return this.PortaFilterCoffeeLevel;
}
public async Task<bool> GetReadDoorOpenAsync()
{
await Task.Delay(1);
return this.DoorOpen;
}
public async Task SetPowerSwitchAsync(bool value)
{
await Task.Delay(1);
// NOTE: you should not use C# locks that interact with Tasks (like Task.Run) because
// it can result in deadlocks, instead use the Coyote AsyncLock as follows.
using (await this.Lock.AcquireAsync())
{
this.PowerOn = value;
if (!this.PowerOn)
{
// Master power override then also turns everything else off for safety!
this.WaterHeaterButton = false;
this.GrinderButton = false;
this.ShotButton = false;
StopTimer(this.CoffeeLevelTimer);
this.CoffeeLevelTimer = null;
StopTimer(this.ShotTimer);
this.ShotTimer = null;
}
}
}
public async Task SetWaterHeaterButtonAsync(bool value)
{
await Task.Delay(1);
using (await this.Lock.AcquireAsync())
{
this.WaterHeaterButton = value;
// Should never turn on the heater when there is no water to heat.
if (this.WaterHeaterButton && this.WaterLevel <= 0)
{
Specification.Assert(false, "Please do not turn on heater if there is no water");
}
}
}
public async Task SetGrinderButtonAsync(bool value)
{
await Task.Delay(1);
await this.OnGrinderButtonChanged(value);
}
private async Task OnGrinderButtonChanged(bool value)
{
using (await this.Lock.AcquireAsync())
{
this.GrinderButton = value;
if (this.GrinderButton)
{
// Should never turn on the grinder when there is no coffee to grind.
if (this.HopperLevel <= 0)
{
Specification.Assert(false, "Please do not turn on grinder if there are no beans in the hopper");
}
}
if (value && this.CoffeeLevelTimer == null)
{
// Start monitoring the coffee level.
this.CoffeeLevelTimer = new ControlledTimer("CoffeeLevelTimer", TimeSpan.FromSeconds(0.1), this.MonitorGrinder);
}
else if (!value && this.CoffeeLevelTimer != null)
{
StopTimer(this.CoffeeLevelTimer);
this.CoffeeLevelTimer = null;
}
}
}
public async Task SetShotButtonAsync(bool value)
{
await Task.Delay(1);
using (await this.Lock.AcquireAsync())
{
this.ShotButton = value;
if (this.ShotButton)
{
// Should never turn on the make shots button when there is no water.
if (this.WaterLevel <= 0)
{
Specification.Assert(false, "Please do not turn on shot maker if there is no water");
}
}
if (value && this.ShotTimer == null)
{
// Start monitoring the coffee level.
this.ShotTimer = new ControlledTimer("ShotTimer", TimeSpan.FromSeconds(1), this.MonitorShot);
}
else if (!value && this.ShotTimer != null)
{
StopTimer(this.ShotTimer);
this.ShotTimer = null;
}
}
}
public async Task SetDumpGrindsButtonAsync(bool value)
{
await Task.Delay(1);
if (value)
{
// This is a toggle button, in no time grinds are dumped (just for simplicity).
this.PortaFilterCoffeeLevel = 0;
}
}
private void MonitorWaterTemperature()
{
double temp = this.WaterTemperature;
if (this.WaterHeaterButton)
{
// Note: when running in production mode we run forever, and it is fun to
// watch the water heat up and cool down. But in test mode this creates too
// many async events to explore which makes the test slow. So in test mode
// we short circuit this process and jump straight to the boundary conditions.
if (!this.RunSlowly && temp < 99)
{
temp = 99;
}
// Every time interval the temperature increases by 10 degrees up to 100 degrees.
if (temp < 100)
{
temp = (int)temp + 10;
this.WaterTemperature = temp;
this.WaterTemperatureChanged?.Invoke(this, this.WaterTemperature);
}
else
{
this.WaterHot?.Invoke(this, true);
}
}
else
{
// Then it is cooling down to room temperature, more slowly.
if (temp > 70)
{
temp -= 0.1;
this.WaterTemperature = temp;
}
}
// Start another callback.
this.WaterHeaterTimer = new ControlledTimer("WaterHeaterTimer", TimeSpan.FromSeconds(0.1), this.MonitorWaterTemperature);
}
private void MonitorGrinder()
{
// Every time interval the porta filter fills 10%. When it's full the grinder turns off
// automatically, unless the hopper is empty in which case grinding does nothing!
Task.Run(async () =>
{
bool changed = false;
bool notifyEmpty = false;
bool turnOffGrinder = false;
using (await this.Lock.AcquireAsync())
{
double hopperLevel = this.HopperLevel;
if (hopperLevel > 0)
{
double level = this.PortaFilterCoffeeLevel;
// Note: when running in production mode we run in real time, and it is fun
// to watch the porta filter filling up. But in test mode this creates too
// many async events to explore which makes the test slow. So in test mode
// we short circuit this process and jump straight to the boundary conditions.
if (!this.RunSlowly && level < 99)
{
hopperLevel -= 98 - (int)level;
this.Log.WriteLine("### HopperLevel: RunSlowly = {0}, level = {1}", this.RunSlowly, hopperLevel);
level = 99;
}
if (level < 100)
{
level += 10;
this.PortaFilterCoffeeLevel = level;
changed = true;
if (level >= 100)
{
turnOffGrinder = true;
}
}
// And the hopper level drops by 0.1 percent.
hopperLevel -= 1;
this.HopperLevel = hopperLevel;
}
if (this.HopperLevel <= 0)
{
hopperLevel = 0;
notifyEmpty = true;
StopTimer(this.CoffeeLevelTimer);
this.CoffeeLevelTimer = null;
}
}
if (turnOffGrinder)
{
// Turning off the grinder is automatic.
await this.OnGrinderButtonChanged(false);
}
// Event callbacks should not be inside the lock otherwise we could get deadlocks.
if (notifyEmpty && this.HopperEmpty != null)
{
this.HopperEmpty(this, true);
}
if (changed && this.PortaFilterCoffeeLevelChanged != null)
{
this.PortaFilterCoffeeLevelChanged(this, this.PortaFilterCoffeeLevel);
}
if (this.HopperLevel <= 0 && this.HopperEmpty != null)
{
this.HopperEmpty(this, true);
}
// Start another callback.
this.CoffeeLevelTimer = new ControlledTimer("WaterHeaterTimer", TimeSpan.FromSeconds(0.1), this.MonitorGrinder);
});
}
private void MonitorShot()
{
Task.Run(async () =>
{
// One second of running water completes the shot.
using (await this.Lock.AcquireAsync())
{
this.WaterLevel -= 1;
// Turn off the water.
this.ShotButton = false;
this.ShotTimer = null;
}
// Event callbacks should not be inside the lock otherwise we could get deadlocks.
if (this.WaterLevel > 0)
{
this.ShotComplete?.Invoke(this, true);
}
else
{
this.WaterEmpty?.Invoke(this, true);
}
});
}
private static void StopTimer(ControlledTimer timer)
{
if (timer != null)
{
timer.Stop();
}
}
}
}