// main starts a sift server and listens for updates, printing any to console. func repeatUpdatesToConsole(server *sift.Server) { myToken := server.Login() updateChan := server.Listen(myToken) // without specifying filters, this will listen to everything fmt.Println("listening to SIFT server and printing updates to console...") for { update := <-updateChan //TODO: uncaught panic if updateChan is closed switch typed := update.(type) { case notif.ComponentNotification: color.Blue("component %+v %v: %+v\n", typed.ID, typed.Action, typed.Component) //case notif.DriverNotification: // fmt.Printf("driver %v: %v", typed.NotificationType, typed.Component) default: color.Red("unhandled update type from updateChan: %T (%v)\n", update, update) } } }
// 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) } } } }