self.resetRepeated()
self.backoff = 0
+ self.disabled = False
+
def resetRepeated(self):
self.repeated = int(0)
print time.strftime("%c", time.localtime(self.end))
self.begin += 86400
self.end += 86400
+
+ self.timeChanged()
+
def __lt__(self, o):
return self.getNextActivation() < o.getNextActivation()
self.lastActivation = time.time()
self.calcNextActivation()
+ self.on_state_change = [ ]
def stateChanged(self, entry):
- pass
+ for f in self.on_state_change:
+ f(entry)
+
+ 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
# 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.