refactor: styles own their ringing tone directly (Pattern C)
Drop the injected AlarmSound Protocol and the wecker.Sound class. Each style now owns its tone by using pygame directly; the runner owns only the audio engine lifecycle (mixer init/quit), button sampling, and cleanup. This is the seam for future styles that handle their own tone — a 'talk' style would just import pygame and play speech, with no shared interface to extend. - styles/base.py: AlarmStyle.__init__(set_led, music_file) + start() + update() - styles/blink.py: start() loads+plays music via pygame.mixer.music - styles/simple.py: owns its beep — synthesises a square-wave buffer in module (stdlib array+math) and plays it via pygame.mixer.Sound - wecker.py: setup() brings up the mixer only; run_alarm constructs the style and guards start() with a clean log+exit on failure Tests: a shared tests/conftest.py stubs RPi.GPIO/pygame in sys.modules before any SUT import (order-independent, removes duplicated inline mocking); the wecker mock_pygame fixture patches one fresh pygame mock into wecker + both style modules so assertions see the same calls. README: tone-ownership and plugin-contract updated.
This commit is contained in:
+11
-29
@@ -1,44 +1,26 @@
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from abc import ABC, abstractmethod
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from typing import Callable, Protocol
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class AlarmSound(Protocol):
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"""Audio capability injected into a style so it can own its ringing tone.
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Styles stay free of pygame/GPIO imports (the API process imports them only
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for name validation); the runner supplies a concrete implementation.
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"""
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def play_music(self, path: str) -> None:
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"""Load and play a music file on an endless loop."""
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...
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def play_beep(self) -> None:
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"""Play one short beep tone."""
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...
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from typing import Callable
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class AlarmStyle(ABC):
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"""A pluggable alarm behaviour.
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A style owns *its own ringing tone* (via the injected ``sound``) and
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decides when the alarm stops and what the LED does. It never touches
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hardware directly: ``set_led`` and ``sound`` are injected by the runner, so
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styles stay import-safe in the API process (no GPIO/pygame).
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A style owns *its own ringing tone*: it uses the audio engine (pygame)
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directly and decides when the alarm stops and what the LED does. It never
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touches hardware directly: ``set_led`` is injected by the runner, and the
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runner owns the audio engine lifecycle (mixer init/quit). Styles stay
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import-safe in the API process — ``import pygame`` does not initialise
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audio, so the API can import styles just to validate names.
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Lifecycle: construct once with ``set_led``/``sound``/``music_file``; call
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``start()`` to begin ringing (kick off the tone and initial LED); then call
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``update`` every tick. Return ``False`` from ``update`` to stop the alarm.
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Lifecycle: construct once with ``set_led``/``music_file``; call ``start()``
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to begin ringing (kick off the tone and initial LED); then call ``update``
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every tick. Return ``False`` from ``update`` to stop the alarm.
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"""
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def __init__(
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self,
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set_led: Callable[[bool], None],
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sound: AlarmSound,
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music_file: str | None = None,
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self, set_led: Callable[[bool], None], music_file: str | None = None
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):
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self.set_led = set_led
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self.sound = sound
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self.music_file = music_file
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def start(self) -> None:
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+9
-11
@@ -1,6 +1,8 @@
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import logging
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import random
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import pygame
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from styles.base import AlarmStyle
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# State Machine states for the puzzle flow.
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@@ -21,8 +23,8 @@ class BlinkStyle(AlarmStyle):
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exactly that many times. A wrong count starts a fresh sequence.
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"""
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def __init__(self, set_led, sound, music_file=None):
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super().__init__(set_led, sound, music_file)
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def __init__(self, set_led, music_file=None):
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super().__init__(set_led, music_file)
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self.state = STATE_RINGING
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self.target_blinks = 0
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self.user_presses = 0
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@@ -35,7 +37,9 @@ class BlinkStyle(AlarmStyle):
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def start(self):
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# The puzzle rings with music on an endless loop; the LED stays off
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# until the button is pressed to start the blink sequence.
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self.sound.play_music(self.music_file)
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pygame.mixer.music.load(self.music_file)
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pygame.mixer.music.set_volume(1.0)
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pygame.mixer.music.play(-1)
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self.set_led(False)
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def update(self, now, is_pressed):
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@@ -130,14 +134,8 @@ class BlinkStyle(AlarmStyle):
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if __name__ == "__main__":
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# Self-check: a correct blink sequence stops the alarm.
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class _StubSound:
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def play_music(self, path):
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pass
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def play_beep(self):
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pass
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style = BlinkStyle(lambda on: None, _StubSound(), "x.mp3")
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# (Does not call start(), which needs the audio engine.)
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style = BlinkStyle(lambda on: None, "x.mp3")
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assert style.update(100.0, True) is True
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assert style.state == STATE_WAIT_BEFORE_BLINK
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+47
-17
@@ -1,3 +1,8 @@
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import array
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import math
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import pygame
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from styles.base import AlarmStyle
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# Time between beep retriggers; a short beep followed by this gap gives the
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@@ -5,48 +10,73 @@ from styles.base import AlarmStyle
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BEEP_INTERVAL = 0.5
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def _make_beep_buffer(
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freq: int = 1000, duration: float = 0.15, rate: int = 44100
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) -> bytes:
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"""Synthesize a short square-wave beep as signed-16-bit stereo PCM.
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Matches the mixer format used by wecker.setup() (rate, -16, 2 channels) so
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it feeds straight into ``pygame.mixer.Sound``. No audio file, no extra dep.
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"""
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n = int(rate * duration)
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buf = array.array("h")
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for i in range(n):
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v = 32767 if math.sin(2 * math.pi * freq * (i / rate)) >= 0 else -32767
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buf.append(v)
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buf.append(v) # duplicate to stereo
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return buf.tobytes()
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_BEEP_BUFFER = _make_beep_buffer()
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class SimpleStyle(AlarmStyle):
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"""Press the button once to stop. Rings with a repeating beep.
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This style plays no music file; it owns its tone via ``sound.play_beep``.
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This style plays no music file; it owns its tone via a synthesised square
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wave played through ``pygame.mixer.Sound``.
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"""
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def __init__(self, set_led, sound, music_file=None):
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super().__init__(set_led, sound, music_file)
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def __init__(self, set_led, music_file=None):
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super().__init__(set_led, music_file)
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self._next_beep = 0.0
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self._beep = None
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def start(self):
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# LED solid on so the button is findable in the dark.
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self.set_led(True)
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self._beep = pygame.mixer.Sound(_BEEP_BUFFER)
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def update(self, now, is_pressed):
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self.set_led(True)
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if now >= self._next_beep:
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self.sound.play_beep()
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self._beep.play()
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self._next_beep = now + BEEP_INTERVAL
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return not is_pressed # first press -> False -> stop
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if __name__ == "__main__":
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# Self-check: not pressed keeps ringing and beeps; a press stops it.
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class _StubSound:
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# Self-check: the timer beeps on the interval and a press stops it.
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# Bypasses start() (which needs the audio engine) by stubbing the beep.
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class _Beep:
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def __init__(self):
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self.beeps = 0
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self.plays = 0
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def play_music(self, path):
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raise AssertionError("simple style must never play music")
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def play(self):
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self.plays += 1
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def play_beep(self):
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self.beeps += 1
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style = SimpleStyle(lambda on: None)
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style._beep = _Beep()
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sound = _StubSound()
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style = SimpleStyle(lambda on: None, sound)
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style.start()
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assert style.update(0.0, False) is True
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assert sound.beeps == 1 # first tick beeps
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assert style._beep.plays == 1 # first tick beeps
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assert style.update(0.4, False) is True # before interval -> no beep
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assert sound.beeps == 1
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assert style._beep.plays == 1
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assert style.update(0.5, False) is True # at interval -> beep
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assert sound.beeps == 2
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assert style._beep.plays == 2
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assert style.update(0.6, True) is False # press -> stop
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print("simple self-check ok")
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