self.resetRepeated()
self.backoff = 0
+ self.disabled = False
+
def resetRepeated(self):
self.repeated = int(0)
def stateChanged(self, entry):
for f in self.on_state_change:
f(entry)
+
+ def getNextRecordingTime(self):
+ if len(self.timer_list) > 0:
+ return self.timer_list[0].begin
+ return -1
+
+ def cleanup(self):
+ self.processed_timers = [entry for entry in self.processed_timers if entry.disabled]
def addTimerEntry(self, entry, noRecalc=0):
entry.processRepeated()
# when the timer has not yet started, and is already passed,
# don't go trough waiting/running/end-states, but sort it
# right into the processedTimers.
- if entry.shouldSkip() or entry.state == TimerEntry.StateEnded:
+ if entry.shouldSkip() or entry.state == TimerEntry.StateEnded or (entry.state == TimerEntry.StateWaiting and entry.disabled):
print "already passed, skipping"
bisect.insort(self.processed_timers, entry)
entry.state = TimerEntry.StateEnded
def timeChanged(self, timer):
timer.timeChanged()
- self.timer_list.remove(timer)
+ if timer.state == TimerEntry.StateEnded:
+ self.processed_timers.remove(timer)
+ else:
+ self.timer_list.remove(timer)
self.addTimerEntry(timer)
# when activating a timer which has already passed,
# simply abort the timer. don't run trough all the stages.
if w.shouldSkip():
- w.abort()
- bisect.insort(self.processed_timers, w)
+ w.state = TimerEntry.StateEnded
else:
# when active returns true, this means "accepted".
# otherwise, the current state is kept.