add the event loop and the deadman

The loop owns the one decision this node exists to make: whether a velocity
reaches the arm this tick, and from whom.

An arm under a velocity command keeps moving until told otherwise, so the
question is never whether to start but whether anything has happened that means
it must stop. Every path through _wanted_velocity that is not an owner actively
asking for motion returns a stop, so a case nobody thought of fails by halting
rather than by carrying on. The default has to be still.

Three ways a source goes away, all ending in the same place. It goes quiet, and
the watchdog fires after JOG_TTL_S. It goes away outright — the pad unplugged,
the last browser gone — and the arm stops at once, without waiting out the
timer, because an unplugged pad is not a centred pad. Or the process itself
goes away, and one all-zero velocity is sent before it does: a motion lives in
the controller, not here.

The stop is sent once, not every tick. A stream of zeroes would keep the arm
node believing a jog is live and hold robot_state at moving forever.

E-STOP is not gated on the lease, from either source. Somebody reaching for the
stop is the one moment when asking who owns the arm is the wrong question.
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"""The dora event loop: routing, the deadman, and nothing that can block.
The loop owns the one decision this node exists to make — whether a velocity
reaches the arm this tick, and from whom. Everything else is delegated:
:mod:`dora_teleop.gamepad` owns the hardware, :mod:`dora_teleop.mapping` turns a
reading into a velocity, :mod:`dora_teleop.arbiter` says who is allowed to, and
:mod:`dora_teleop.ui` speaks the console's language.
**The safety-critical part is `_drive`.** An arm moving under a velocity command
keeps moving until told otherwise, so the question is never "should it start"
but "has anything happened that means it must stop". Three things mean that: the
source went quiet, the source went away, or this process is going away. All
three end in the same place — one all-zero velocity, sent once.
"""
import argparse
import json
import time
import pyarrow as pa
from dora import Node
from dora_teleop import mapping, ui
from dora_teleop.arbiter import GAMEPAD, WEB, Arbiter
from dora_teleop.config import Config
from dora_teleop.gamepad import Gamepad, now
from dora_teleop.log import log
from dora_teleop.mapping import LAYOUT, pressed
REQUEST_ID = "request_id"
STOP_VELOCITY = [0.0] * 6
class Teleop:
"""Everything the loop remembers between ticks."""
def __init__(self, config: Config):
self.config = config
self.arbiter = Arbiter(config.deadman.gamepad_idle_release_s)
self.view = ui.ArmView()
# The velocity the browser last asked for, and when. A jog is a stream;
# what matters is whether the stream is still arriving.
self.web_velocity = STOP_VELOCITY
self.web_seen_at = 0.0
self.clients = 0
# Whether the arm is currently being driven by us. Used to send the stop
# once rather than every tick: a stream of zeroes would keep the arm
# node believing a jog is live and hold `robot_state` at `moving`.
self.jogging = False
self.buttons: list[bool] = []
self.requests = 0
self.polled_at = 0.0
def next_request_id(self, service: str) -> str:
"""Mint a correlation id we will recognise coming back."""
self.requests += 1
return f"teleop-{service}-{self.requests}"
def main() -> None:
"""Connect to the dataflow, start reading the pad, and run until dora stops us."""
args = _parse_args()
config = Config.from_env()
# Passing the name lets the node also run standalone as a dynamic node; when
# dora spawns it, the id from the dataflow wins.
node = Node(args.name)
state = Teleop(config)
gamepad = Gamepad(config.joystick_index)
gamepad.start()
try:
for event in node:
if event["type"] == "ERROR":
raise RuntimeError(event["error"])
if event["type"] != "INPUT":
continue
_handle(node, state, gamepad, event)
finally:
# A motion lives in the arm's controller, not in this process. Leaving
# without zeroing the velocity leaves it travelling until the
# controller's own expiry catches up, which is the one moment nobody is
# watching for it.
_send_jog(node, STOP_VELOCITY)
gamepad.shutdown()
def _parse_args() -> argparse.Namespace:
"""Read the node name, for when dora did not spawn us."""
parser = argparse.ArgumentParser(description="Drive a robot arm from a gamepad or a browser.")
parser.add_argument(
"--name",
default="teleop",
help="The name of the node in the dataflow, used when running as a dynamic node.",
)
return parser.parse_args()
def _handle(node: Node, state: Teleop, gamepad: Gamepad, event: dict) -> None:
"""Route one input to whatever deals with it."""
event_id = event["id"]
if event_id == "tick":
_tick(node, state, gamepad)
elif event_id == "ui_command":
_accept_ui_command(node, state, event)
elif event_id == "clients":
_accept_clients(state, event)
elif event_id == "robot_state":
state.view.state = event["value"][0].as_py()
elif event_id == "tcp_pose":
state.view.pose = event["value"].to_pylist()
elif event_id == "joint_pose":
state.view.joints = event["value"].to_pylist()
elif event_id == "response":
_accept_response(node, state, event)
elif event_id == "motion_state":
_accept_motion_state(node, state, event)
else:
log(f"ignoring unexpected input `{event_id}`")
# --- the tick, where the arm is actually driven ---
def _tick(node: Node, state: Teleop, gamepad: Gamepad) -> None:
"""Decide what the arm should be doing, and say so."""
moment = now()
sample = gamepad.read()
_read_buttons(node, state, sample)
# A pad taking the arm the moment a stick moves is what keeps an operator
# from having to reach for a browser to use the thing in their hands.
if sample.active and state.arbiter.owner is None:
state.arbiter.take(GAMEPAD, moment)
if sample.active:
state.arbiter.note_activity(GAMEPAD, moment)
state.arbiter.expire_idle_gamepad(moment)
_drive(node, state, sample, moment)
_poll_state(node, state, moment)
_publish(node, state)
def _drive(node: Node, state: Teleop, sample, moment: float) -> None:
"""Send the velocity the owner is asking for, or the stop that ends it.
A velocity is only re-sent while it is non-zero: the arm node treats a
stream of jogs as one continuous one, and the re-send exists so the
controller's own expiry never fires mid-motion.
"""
velocity = _wanted_velocity(state, sample, moment)
if mapping.is_moving(velocity):
state.jogging = True
_send_jog(node, velocity)
return
if state.jogging:
# Once, not every tick. Repeating it would keep the arm node believing a
# jog is live and hold `robot_state` at `moving` forever.
state.jogging = False
_send_jog(node, STOP_VELOCITY)
def _wanted_velocity(state: Teleop, sample, moment: float) -> list[float]:
"""Return what the arm should be doing, which is usually nothing.
Every path that is not an owner actively asking for motion returns a stop.
That is deliberate: the default has to be "still", so that a case nobody
thought of fails by halting rather than by carrying on.
"""
owner = state.arbiter.owner
if owner == GAMEPAD:
# An unplugged pad is not a centred pad. Stopping here rather than
# waiting out the TTL is the difference between a dropped controller
# costing 10 ms of travel and costing 400.
if not sample.present:
return STOP_VELOCITY
return mapping.velocity(sample.axes, sample.buttons, state.config)
if owner == WEB:
# The console refreshes its jog every 150 ms; the browser going quiet,
# or the tab closing, has to stop the arm without anything being sent.
if state.clients == 0:
return STOP_VELOCITY
if moment - state.web_seen_at > state.config.deadman.jog_ttl_s:
return STOP_VELOCITY
return state.web_velocity
return STOP_VELOCITY
def _read_buttons(node: Node, state: Teleop, sample) -> None:
"""Fire the services a gamepad button asks for, on the press only.
Edge-triggered, because these are one-shot requests rather than a held
velocity: holding `grasp` should not send a request every 50 ms.
"""
previous, state.buttons = state.buttons, list(sample.buttons)
if not sample.present:
return
def tapped(index: int) -> bool:
return pressed(sample.buttons, index) and not pressed(previous, index)
# The stop is not gated on the lease. Somebody reaching for it is the one
# moment when asking who owns the arm is the wrong question.
if tapped(LAYOUT.estop):
_estop(node, state)
if not state.arbiter.may_drive(GAMEPAD):
return
if tapped(LAYOUT.grasp):
_request(node, state, {"service": "grasp"})
if tapped(LAYOUT.release):
_request(node, state, {"service": "release"})
if tapped(LAYOUT.clear):
_request(node, state, {"service": "clear"})
if tapped(LAYOUT.freedrive):
_request(node, state, {"service": "freedrive", "enabled": not state.view.freedrive_on})
def _poll_state(node: Node, state: Teleop, moment: float) -> None:
"""Ask the arm for what telemetry does not carry.
Whether the tool is engaged and whether freedrive is on only come back from
`get_state`, which the arm node answers off its report cache and so can
answer during a motion.
"""
if moment - state.polled_at < state.config.deadman.state_poll_s:
return
state.polled_at = moment
_request(node, state, {"service": "get_state"})
# --- what the console asks for ---
def _accept_ui_command(node: Node, state: Teleop, event: dict) -> None:
"""Take one console message and do what it says."""
raw = event["value"][0].as_py() if len(event["value"]) else None
if raw is None:
return
try:
payload = json.loads(raw) if isinstance(raw, str) else raw
except json.JSONDecodeError:
log("ignoring a console message that was not JSON")
return
command = ui.command_of(payload)
if command is None:
return
moment = now()
if command.type == "estop":
_estop(node, state)
return
if command.type == "control":
_control(node, state, command, moment)
return
if command.type == "reset":
# Clearing the latch is this node's business; clearing the controller's
# error is the arm's. Both, in that order, or the console's RESET button
# leaves one of the two still saying stop.
state.view.estop = False
_request(node, state, {"service": "clear"})
return
if not state.arbiter.may_drive(WEB):
_post_ui(node, ui.error("take control first"))
return
if command.type == "jog":
state.web_velocity = command.velocity
state.web_seen_at = moment
state.arbiter.note_activity(WEB, moment)
elif command.type == "jog_stop":
state.web_velocity = STOP_VELOCITY
state.web_seen_at = moment
elif command.type == "home":
_request(node, state, {"service": "home", "wait": False})
elif command.type == "gripper":
_request(node, state, {"service": "grasp" if command.enabled else "release"})
elif command.type == "freedrive":
_request(node, state, {"service": "freedrive", "enabled": command.enabled})
elif command.type == "move":
_request(node, state, {"service": "move_to", "wait": False, **command.row})
def _control(node: Node, state: Teleop, command, moment: float) -> None:
"""Hand the arm to the console, or take it back."""
if command.action == "release":
state.arbiter.release(WEB)
state.web_velocity = STOP_VELOCITY
return
if not state.arbiter.take(WEB, moment, preempt=command.preempt):
_post_ui(node, ui.error(f"the {state.arbiter.owner} has the arm"))
def _accept_clients(state: Teleop, event: dict) -> None:
"""Track who is watching, because the last one leaving has to stop the arm."""
row = event["value"][0].as_py()
state.clients = int(row.get("connected", 0))
if state.clients == 0:
state.arbiter.release(WEB)
state.web_velocity = STOP_VELOCITY
# --- what the arm says back ---
def _accept_response(node: Node, state: Teleop, event: dict) -> None:
"""Absorb one answer, and tell the console about it if it was bad news."""
row = event["value"][0].as_py()
if row.get("service") == "get_state":
state.view.take_get_state(row)
return
if not row.get("ok", True):
message = row.get("message", "")
log(f"{row.get('service')} failed: {message}")
_post_ui(node, ui.error(message))
def _accept_motion_state(node: Node, state: Teleop, event: dict) -> None:
"""Report a motion that failed, which a non-blocking request learns no other way."""
row = event["value"][0].as_py()
if row.get("state") == "failed":
_post_ui(node, ui.error(row.get("message", "the motion failed")))
# --- talking to the dataflow ---
def _estop(node: Node, state: Teleop) -> None:
"""Halt the arm, from any source, held lease or not."""
log("e-stop")
state.view.estop = True
state.jogging = False
state.web_velocity = STOP_VELOCITY
_send_jog(node, STOP_VELOCITY)
_request(node, state, {"service": "stop"})
def _send_jog(node: Node, velocity: list[float]) -> None:
"""Send one velocity to the arm. There is no answer to a jog, ever."""
node.send_output("jog", pa.array([{"velocity": [float(v) for v in velocity]}]))
def _request(node: Node, state: Teleop, row: dict) -> None:
"""Call one service on the arm under an id we will recognise coming back."""
node.send_output("request", pa.array([row]), metadata={REQUEST_ID: state.next_request_id(row["service"])})
def _publish(node: Node, state: Teleop) -> None:
"""Send the console its picture of the arm."""
_post_ui(node, ui.snapshot(state.view, state.arbiter.owner, state.jogging, time.time()))
def _post_ui(node: Node, payload: dict) -> None:
"""Hand one object to the bridge, which broadcasts it to every browser."""
node.send_output("ui_state", pa.array([json.dumps(payload)]), metadata={"encoding": "json"})
if __name__ == "__main__":
main()