mirror of
https://github.com/compute-blade-community/compute-blade-agent.git
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* refactor(fancontroller): improve fan controller validation logic and error handling for temperature steps * refactor(agent): restructure gRPC server implementation by moving it to a new api package for better organization and maintainability * feat(agent): implement gRPC server for managing compute blade agents and add graceful shutdown support refactor(agent): restructure agent code by moving API logic to a dedicated file and improving error handling fix(agent): update logging messages for clarity and consistency across the agent's operations chore(agent): remove unused API code and consolidate event handling logic for better maintainability style(agent): improve code formatting and organization for better readability and adherence to conventions * feat(agent): add support for TLS configuration in gRPC server * feat(api): add gRPC server authentication * fix * feat(config): add listen mode configuration to support tcp or unix sockets feat(agent): implement listen mode in gRPC service to allow flexible socket types feat(bladectl): enhance configuration loading and add support for TLS credentials fix(bladectl): improve error handling for gRPC connection and event emission style(logging): change log level from Warn to Info for better clarity in logs * add logging middleware + fixes * fix remote-connection to gRPC API Server debugging the SAN issues took the soul out of me... And then the stupid mistake in cmd_root where I didn't construct the TLS credentials correctly... Oh dear... * cleanup * cleanup * cleanup commands * cleanup * make README.md nicer * Update cmd/agent/main.go Co-authored-by: Matthias Riegler <github@m4tbit.de> * Update cmd/bladectl/cmd_root.go Co-authored-by: Matthias Riegler <github@m4tbit.de> * move bladectl config into correct directory * fix bugs * // FIXME: No dead code * nit: code style * nit(YAGNI): you aint gonna need it. Don't make life harder than it needs to be * nit(YAGNI): you aint gonna need it. Don't make life harder than it needs to be * nit(YAGNI): you aint gonna need it. Don't make life harder than it needs to be * nit(cmd_identify) --------- Co-authored-by: Matthias Riegler <github@m4tbit.de>
161 lines
4.2 KiB
Go
161 lines
4.2 KiB
Go
package ledengine
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import (
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"context"
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"errors"
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"time"
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"github.com/uptime-industries/compute-blade-agent/pkg/hal"
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"github.com/uptime-industries/compute-blade-agent/pkg/hal/led"
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"github.com/uptime-industries/compute-blade-agent/pkg/util"
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)
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// LedEngine is the interface for controlling effects on the computeblade RGB LEDs
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type LedEngine interface {
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// SetPattern sets the blink pattern
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SetPattern(pattern BlinkPattern) error
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// Run runs the LED Engine
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Run(ctx context.Context) error
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}
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// ledEngineImpl is the implementation of the LedEngine interface
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type ledEngineImpl struct {
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ledIdx uint
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restart chan struct{}
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pattern BlinkPattern
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hal hal.ComputeBladeHal
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clock util.Clock
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}
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type BlinkPattern struct {
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// BaseColor is the color is the color shown when the pattern starts (-> before the first blink)
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BaseColor led.Color
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// ActiveColor is the color shown when the pattern is active (-> during the blink)
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ActiveColor led.Color
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// Delays is a list of delays between changes -> (base) -> 0.5s(active) -> 1s(base) -> 0.5s (active) -> 1s (base)
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Delays []time.Duration
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}
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func mapBrightnessUint8(brightness float64) uint8 {
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return uint8(255.0 * brightness)
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}
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func LedColorPurple(brightness float64) led.Color {
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return led.Color{
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Red: mapBrightnessUint8(brightness),
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Green: 0,
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Blue: mapBrightnessUint8(brightness),
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}
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}
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func LedColorRed(brightness float64) led.Color {
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return led.Color{
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Red: mapBrightnessUint8(brightness),
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Green: 0,
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Blue: 0,
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}
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}
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func LedColorGreen(brightness float64) led.Color {
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return led.Color{
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Red: 0,
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Green: mapBrightnessUint8(brightness),
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Blue: 0,
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}
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}
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// NewStaticPattern creates a new static pattern (no color changes)
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func NewStaticPattern(color led.Color) BlinkPattern {
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return BlinkPattern{
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BaseColor: color,
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ActiveColor: color,
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Delays: []time.Duration{time.Hour}, // 1h delay, we don't care as there are no color changes involved
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}
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}
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// NewBurstPattern creates a new burst pattern (~1s cycle duration with 3x 50ms bursts)
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func NewBurstPattern(baseColor led.Color, burstColor led.Color) BlinkPattern {
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return BlinkPattern{
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BaseColor: baseColor,
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ActiveColor: burstColor,
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Delays: []time.Duration{
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500 * time.Millisecond, // 750ms off
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100 * time.Millisecond, // 100ms on
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100 * time.Millisecond, // 100ms off
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100 * time.Millisecond, // 100ms on
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100 * time.Millisecond, // 100ms off
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100 * time.Millisecond, // 100ms on
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},
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}
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}
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// NewSlowBlinkPattern creates a new slow blink pattern (~2s cycle duration with 1s off and 1s on)
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func NewSlowBlinkPattern(baseColor led.Color, activeColor led.Color) BlinkPattern {
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return BlinkPattern{
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BaseColor: baseColor,
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ActiveColor: activeColor,
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Delays: []time.Duration{
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time.Second, // 1s off
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time.Second, // 1s on
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},
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}
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}
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func NewLedEngine(opts Options) LedEngine {
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clock := opts.Clock
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if clock == nil {
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clock = util.RealClock{}
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}
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return &ledEngineImpl{
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ledIdx: opts.LedIdx,
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hal: opts.Hal,
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restart: make(chan struct{}), // restart channel controls cancellation of any pattern
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pattern: NewStaticPattern(led.Color{}), // Turn off LEDs by default
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clock: clock,
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}
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}
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func (b *ledEngineImpl) SetPattern(pattern BlinkPattern) error {
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if len(pattern.Delays) == 0 {
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return errors.New("pattern must have at least one delay")
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}
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b.pattern = pattern
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close(b.restart)
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b.restart = make(chan struct{})
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return nil
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}
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// Run runs the blink engine
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func (b *ledEngineImpl) Run(ctx context.Context) error {
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// Iterate forever unless context is done
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for {
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// Set the base color
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if err := b.hal.SetLed(b.ledIdx, b.pattern.BaseColor); err != nil {
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return err
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}
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// Iterate through pattern delays
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PatternLoop:
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for idx, delay := range b.pattern.Delays {
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select {
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// Whenever the pattern is restarted, break the loop and start over
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case <-b.restart:
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break PatternLoop
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// Whenever the context is done, return
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case <-ctx.Done():
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return ctx.Err()
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// Whenever the delay is over, change the color
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case <-b.clock.After(delay):
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color := b.pattern.BaseColor
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if idx%2 == 0 {
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color = b.pattern.ActiveColor
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}
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if err := b.hal.SetLed(b.ledIdx, color); err != nil {
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return err
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}
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}
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}
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}
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}
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