// This SIFT app will randomly alter any detected lights func ghostInTheCircuits(server *sift.Server, minMS, maxMS int) { for { // Wait for a random amount of time <-time.After(randTime(minMS, maxMS)) // Get all lights connected to the system lightsQuery := ` SELECT c.name, c.device_id FROM component c JOIN device d ON c.device_id=d.id WHERE is_online=1 AND type=?` lights := []db.Component{} db, err := server.DB() if err != nil { color.Red("could not open DB: %v", err) } // run the query if err = db.Select(&lights, lightsQuery, types.LightEmitter{}.Type()); err != nil { color.Red("could not run query to get light ids: %v", err) } if len(lights) == 0 { color.Red("no lights found for the circuit ghosts to play with...") } else { // For each light found... for _, light := range lights { // ...assemble a component ID... lightID := types.ComponentID{ Name: light.Name, DeviceID: types.DeviceID(light.DeviceID), } // ...generate a random brightness value (0-100)... randBrightness := uint8(rand.Intn(100)) // ...then create and submit an intent newLightIntent := types.SetLightEmitterIntent{ BrightnessInPercent: randBrightness, } if err := server.EnactIntent(lightID, newLightIntent); err != nil { color.Red("could not enact intent: %v", err) } else { color.Blue("set light %v to %v", lightID, randBrightness) } } } } }
// This SIFT app will turn the lights down in any room with a running media // player. If there are no running media players, the lights will be set to // high. func moviesAndChill(server *sift.Server) { if server == nil { // sanity check return } token := server.Login() // authenticate with SIFT // SIFT apps can request notifications from SIFT to determine when they // should do something. For this app, we'll want to know when media players // change (e.g. if they are added or their states change), and when lights // change (e.g. if they are added, moved, or removed) mediaFilter := notif.ComponentFilter{Type: types.ComponentTypeMediaPlayer} lightsFilter := notif.ComponentFilter{Type: types.ComponentTypeLightEmitter} listener := server.Listen(token, lightsFilter, mediaFilter) // this starts listening for range listener { // Each time the listener receives a notification, this example will // recalculate the lighting values for each light. // (A better implementation might look at the updates and only // recalculate those that need to be recalculated) // Run a query against the SIFT sqlite database to find each available // light and the number of PLAYING media players in the same room. lightsQuery := ` SELECT c1.device_id, c1.name, num_playing_mpls_in_room FROM light_emitter_state l1 JOIN component c1 ON l1.id=c1.id JOIN device d1 ON c1.device_id=d1.id JOIN (SELECT d.location_id loc, SUM (CASE WHEN m.play_state="PLAYING" THEN 1 ELSE 0 END) as num_playing_mpls_in_room FROM media_player_state m JOIN component c ON m.id=c.id JOIN device d ON c.device_id=d.id GROUP BY d.location_id) ON d1.location_id=loc;` type result struct { DeviceID int64 `db:"device_id"` Name string NumPlayingMediaPlayersInRoom int `db:"num_playing_mpls_in_room"` } results := []result{} db, _ := server.DB() // run the query if err := db.Select(&results, lightsQuery); err != nil { panic(fmt.Sprintf("could not run query to get active media players: %v", err)) } // Check out the results and determine how each light should be set. In // SIFT, this is done using Intents. for _, result := range results { var intent types.SetLightEmitterIntent if result.NumPlayingMediaPlayersInRoom > 0 { // a movie is playing in the room ... intent.BrightnessInPercent = lightsLow // ...bring the lights down low } else { // no movies in this room... intent.BrightnessInPercent = lightsHigh // ...bring the lights up } target := types.ComponentID{ DeviceID: types.DeviceID(result.DeviceID), Name: result.Name, } // Send the intent to the SIFT server, which will make it real if err := server.EnactIntent(target, intent); err != nil { fmt.Printf("warning: could not enact intent: %v\n", err) } } } }