c108f3b988
- Fix: runtime exception in remove_failure_mode() - Fix: keep failure & trigger status on teleport. - Fix: allow random failures from the gui to be enabled/disabled multiple times. - Fix: mcbf/mtbf are set to zero when they fire, so they can be reactivated from the gui. - Fix: string casts of several trigger types had syntax errors. - Usability: screen messages related to failures now use positive logic: "condition 100%" instead of "failure level 0%" - Performance: Time triggers now use internal timers, instead of requiring being polled. - Reviewed Trigger interface for more rational usage. reset() is replaced by arm()/disarm() - Added a subscription interface to listen to FailureMgr events. - Added an internal log buffer to keep a record of relevant events and present them to gui elements. - Several usability improvements to the FailureMgr Nasal API.
405 lines
9.4 KiB
Text
405 lines
9.4 KiB
Text
# Failure simulation library
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#
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# Collection of generic Triggers and FailureActuators for programming the
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# FailureMgr Nasal module.
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#
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# Copyright (C) 2014 Anton Gomez Alvedro
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# Based on previous work by Stuart Buchanan, Erobo & John Denker
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License as
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# published by the Free Software Foundation; either version 2 of the
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# License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful, but
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# WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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# General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# Functions for generating FailureActuators
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# ------------------------------------------
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##
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# Returns an actuator object that will set the serviceable property at
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# the given node to zero when the level of failure is > 0.
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var set_unserviceable = func(path) {
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var prop = path ~ "/serviceable";
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if (props.globals.getNode(prop) == nil)
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props.globals.initNode(prop, 1, "BOOL");
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return {
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parents: [FailureMgr.FailureActuator],
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set_failure_level: func(level) setprop(prop, level > 0 ? 0 : 1),
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get_failure_level: func { getprop(prop) ? 0 : 1 }
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}
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}
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##
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# Returns an actuator object that will make the given property read only.
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# This prevents any other system from updating it, and effectively jamming
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# whatever it is that is controlling.
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var set_readonly = func(property) {
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return {
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parents: [FailureMgr.FailureActuator],
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set_failure_level: func(level) {
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var pnode = props.globals.getNode(property);
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pnode.setAttribute("writable", level > 0 ? 0 : 1);
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},
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get_failure_level: func {
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var pnode = props.globals.getNode(property);
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pnode.getAttribute("writable") ? 0 : 1;
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}
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}
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}
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##
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# Returns an an actuator object the manipulates engine controls (magnetos &
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# cutoff) to simulate an engine failure. Sets these properties to read only
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# while the system is failed.
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var fail_engine = func(engine) {
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return {
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parents: [FailureMgr.FailureActuator],
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level: 0,
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magnetos: props.globals.getNode("/controls/engines/" ~ engine ~ "/magnetos", 1),
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cutoff: props.globals.getNode("/controls/engines/" ~ engine ~ "/cutoff", 1),
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get_failure_level: func me.level,
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set_failure_level: func(level) {
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if (level) {
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# Switch off the engine, and disable writing to it.
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me.magnetos.setValue(0);
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me.magnetos.setAttribute("writable", 0);
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me.cutoff.setValue(1);
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me.cutoff.setAttribute("writable", 0);
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}
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else {
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# Enable the properties, but don't set the magnetos, as they may
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# be off for a reason.
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me.magnetos.setAttribute("writable", 1);
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me.cutoff.setAttribute("writable", 1);
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me.cutoff.setValue(0);
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}
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me.level = level;
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}
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}
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}
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#
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# Triggers
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# ---------
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##
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# Returns a random number from a Normal distribution with given mean and
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# standard deviation.
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var norm_rand = func(mean, std) {
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var r = -2 * math.ln(1 - rand());
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var a = 2 * math.pi * (1 - rand());
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return mean + (math.sqrt(r) * math.sin(a) * std);
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};
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##
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# Trigger object that will fire when aircraft altitude is between
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# min and max, both specified in feet. One of min or max may be nil for
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# expressing "altitude > x" or "altitude < x" conditions.
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var AltitudeTrigger = {
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parents: [FailureMgr.Trigger],
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type: "altitude",
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requires_polling: 1,
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new: func(min, max) {
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min != nil or max != nil or
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die("AltitudeTrigger.new: either min or max must be specified");
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var m = FailureMgr.Trigger.new();
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m.parents = [AltitudeTrigger];
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m.params["min-altitude-ft"] = min;
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m.params["max-altitude-ft"] = max;
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m._altitude_prop = "/position/altitude-ft";
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return m;
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},
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to_str: func {
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var min = me.params["min-altitude-ft"];
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var max = me.params["max-altitude-ft"];
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if (min == nil) sprintf("Altitude below %d ft", int(max));
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elsif (max == nil) sprintf("Altitude above %d ft", int(min));
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else sprintf("Altitude between %d and %d ft", int(min), int(max));
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},
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update: func {
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var alt = getprop(me._altitude_prop);
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var min = me.params["min-altitude-ft"];
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var max = me.params["max-altitude-ft"];
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me.fired = min != nil ? min < alt : 1;
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me.fired = max != nil ? me.fired and alt < max : me.fired;
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}
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};
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##
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# Trigger object that fires when the aircraft's position is within a certain
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# distance of a given waypoint.
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var WaypointTrigger = {
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parents: [FailureMgr.Trigger],
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type: "waypoint",
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requires_polling: 1,
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new: func(lat, lon, distance) {
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var wp = geo.Coord.new();
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wp.set_latlon(lat, lon);
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var m = FailureMgr.Trigger.new();
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m.parents = [WaypointTrigger];
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m.params["latitude-deg"] = lat;
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m.params["longitude-deg"] = lon;
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m.params["distance-nm"] = distance;
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m.waypoint = wp;
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return m;
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},
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arm: func {
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call(FailureMgr.Trigger.arm, [], me);
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me.waypoint.set_latlon(me.params["latitude-deg"],
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me.params["longitude-deg"]);
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},
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to_str: func {
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sprintf("Within %.2f miles of %s", me.params["distance-nm"],
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geo.format(me.waypoint.lat(), me.waypoint.lon()));
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},
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update: func {
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var d = geo.aircraft_position().distance_to(me.waypoint) * M2NM;
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me.fired = d < me.params["distance-nm"];
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}
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};
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##
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# Trigger object that will fire on average after the specified time.
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var MtbfTrigger = {
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parents: [FailureMgr.Trigger],
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type: "mtbf",
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requires_polling: 0,
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new: func(mtbf) {
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var m = FailureMgr.Trigger.new();
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m.parents = [MtbfTrigger];
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m.params["mtbf"] = mtbf;
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m.timer = maketimer(0, func m.on_fire());
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m.timer.singleShot = 1;
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return m;
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},
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enable: func {
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me.armed and me.timer.start();
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me.enabled = 1;
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},
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disable: func {
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me.timer.stop();
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me.enabled = 0;
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},
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arm: func {
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call(FailureMgr.Trigger.arm, [], me);
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me.timer.restart(norm_rand(me.params["mtbf"], me.params["mtbf"] / 10));
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me.enabled and me.timer.start();
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},
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disarm: func {
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call(FailureMgr.Trigger.disarm, [], me);
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me.timer.stop();
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},
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to_str: func {
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sprintf("Mean time between failures: %.1f mins", me.params["mtbf"] / 60);
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},
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update: func {
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me.fired = getprop(me._time_prop) > me.fire_time;
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}
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};
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##
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# Trigger object that will fire exactly after the given timeout.
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var TimeoutTrigger = {
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parents: [FailureMgr.Trigger],
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type: "timeout",
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requires_polling: 0,
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new: func(timeout) {
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var m = FailureMgr.Trigger.new();
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m.parents = [TimeoutTrigger];
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m.params["timeout-sec"] = timeout;
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m.timer = maketimer(0, func m.on_fire());
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m.timer.singleShot = 1;
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return m;
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},
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enable: func {
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me.armed and me.timer.start();
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me.enabled = 1;
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},
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disable: func {
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me.timer.stop();
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me.enabled = 0;
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},
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arm: func {
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call(FailureMgr.Trigger.arm, [], me);
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me.timer.restart(me.params["timeout-sec"]);
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me.enabled and me.timer.start();
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},
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disarm: func {
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call(FailureMgr.Trigger.disarm, [], me);
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me.timer.stop();
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},
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to_str: func {
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sprintf("Fixed delay: %d minutes", me.params["timeout-sec"] / 60);
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},
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update: func {
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me.fired = getprop("/sim/time/elapsed-sec") > me.fire_time;
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}
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};
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##
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# Simple approach to count usage cycles for a given property. Every time
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# the propery variation changes in direction, we count half a cycle.
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# If the property represents aileron angular position, for example, this
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# would count roughly the number of times the aileron has been actuated.
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var CycleCounter = {
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new: func(property, on_update = nil) {
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return {
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parents: [CycleCounter],
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cycles: 0,
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_property: property,
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_on_update: on_update,
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_prev_value: getprop(property),
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_prev_delta: 0,
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_lsnr: nil
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};
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},
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enable: func {
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if (me._lsnr == nil)
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me._lsnr = setlistener(me._property, func (p) me._on_prop_change(p), 0, 0);
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},
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disable: func {
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if (me._lsnr != nil) {
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removelistener(me._lsnr);
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me._lsnr = nil;
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}
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},
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reset: func {
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me.cycles = 0;
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me._prev_value = getprop(me._property);
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me._prev_delta = 0;
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},
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_on_prop_change: func(prop) {
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# TODO: Implement a filter for avoiding spureous values.
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var value = prop.getValue();
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var delta = value - me._prev_value;
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if (delta == 0) return;
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if (delta * me._prev_delta < 0) {
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# Property variation has changed direction
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me.cycles += 0.5;
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if (me._on_update != nil) me._on_update(me.cycles);
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}
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me._prev_delta = delta;
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me._prev_value = value;
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}
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};
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##
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# Trigger object that will fire on average after a property has gone through
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# mcbf (mean cycles between failures) cycles.
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var McbfTrigger = {
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parents: [FailureMgr.Trigger],
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type: "mcbf",
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requires_polling: 0,
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new: func(property, mcbf) {
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var m = FailureMgr.Trigger.new();
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m.parents = [McbfTrigger];
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m.params["mcbf"] = mcbf;
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m.counter = CycleCounter.new(property, func(c) call(m._on_cycle, [c], m));
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m.activation_cycles = 0;
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return m;
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},
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enable: func {
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me.counter.enable();
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me.enabled = 1;
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},
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disable: func {
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me.counter.disable();
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me.enabled = 0;
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},
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arm: func {
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call(FailureMgr.Trigger.arm, [], me);
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me.counter.reset();
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me.activation_cycles =
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norm_rand(me.params["mcbf"], me.params["mcbf"] / 10);
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me.enabled and me.counter.enable();
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},
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disarm: func {
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call(FailureMgr.Trigger.disarm, [], me);
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me.enabled and me.counter.disable();
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},
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to_str: func {
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sprintf("Mean cycles between failures: %.2f", me.params["mcbf"]);
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},
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_on_cycle: func(cycles) {
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if (!me.fired and cycles > me.activation_cycles) {
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me.fired = 1;
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me.on_fire();
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}
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}
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};
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