| | |
| | | using System; |
| | | using System.Collections.Generic; |
| | | using HDL_ON.Common; |
| | | using HDL_ON.DAL.Server; |
| | | using HDL_ON.UI; |
| | | using Shared; |
| | | |
| | | namespace HDL_ON.Entity |
| | | { |
| | | public class Scene : Function |
| | | public class SceneApiPack |
| | | { |
| | | static SceneApiPack _ScenePack; |
| | | public static SceneApiPack ScenePack |
| | | { |
| | | get |
| | | { |
| | | if(_ScenePack == null) |
| | | { |
| | | _ScenePack = new SceneApiPack(); |
| | | } |
| | | return _ScenePack; |
| | | } |
| | | } |
| | | |
| | | } |
| | | |
| | | public class Scene |
| | | { |
| | | public Scene() |
| | | { |
| | | sid = NewSid(); |
| | | if (!DB_ResidenceData.Instance.CheckWhetherGatewayIdIsNull()) |
| | | { |
| | | gatewayId = DB_ResidenceData.Instance.HomeGateway.gatewayId; |
| | | } |
| | | } |
| | | /// <summary> |
| | | /// 云端唯一ID |
| | | /// </summary> |
| | | public string userSceneId = null; |
| | | /// <summary> |
| | | /// 场景sid |
| | | /// </summary> |
| | | public string sid = ""; |
| | | /// <summary> |
| | | /// 场景名称 |
| | | /// </summary> |
| | | public string name = ""; |
| | | /// <summary> |
| | | /// 网关ID |
| | | /// </summary> |
| | | public string gatewayId = ""; |
| | | /// <summary> |
| | | /// 云端oss存储图片的路径 |
| | | /// </summary> |
| | | public string image = ""; |
| | | /// <summary> |
| | | /// 所属房间列表 |
| | | /// </summary> |
| | | public List<string> roomIds = new List<string>(); |
| | | ///// <summary> |
| | | ///// 所属房间列表 |
| | | ///// </summary> |
| | | //public List<string> uids = new List<string>(); |
| | | /// <summary> |
| | | /// 延时 |
| | | /// </summary> |
| | | public string delay = "0"; |
| | | /// <summary> |
| | | /// 场景的最后一次执行时间 |
| | | /// </summary> |
| | | public string LastExecutionTime = ""; |
| | | |
| | | /// <summary> |
| | | /// 场景分组 |
| | | /// </summary> |
| | | public string group = "1"; |
| | | /// <summary> |
| | | /// 场景类型 |
| | | /// </summary> |
| | | public SceneType sceneType = SceneType.OrdinaryScenes; |
| | | /// <summary> |
| | | /// 收藏标记 |
| | | /// </summary> |
| | | public bool collect = false; |
| | | |
| | | /// <summary> |
| | | /// 场景背景 |
| | | /// 创建该场景的用户ID |
| | | /// </summary> |
| | | public string ImagePath = "Intelligence/Gallery/scenebg1.png";//"FunctionIcon/Scene/s1.png"; |
| | | public string userId = ""; |
| | | |
| | | ///// <summary> |
| | | ///// 场景背景 |
| | | ///// </summary> |
| | | public string ImagePath |
| | | { |
| | | get |
| | | { |
| | | if (string.IsNullOrEmpty(image)) |
| | | { |
| | | return "Intelligence/Gallery/scenebg1.png"; |
| | | } |
| | | else |
| | | { |
| | | return image; |
| | | } |
| | | } |
| | | set |
| | | { |
| | | image = value; |
| | | } |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 场景功能列表 |
| | | /// </summary> |
| | | public List<Function> sceneFunctionList = new List<Function>(); |
| | | public List<SceneFunction> functions = new List<SceneFunction>(); |
| | | /// <summary> |
| | | /// 场景推送配置列表 |
| | | /// </summary> |
| | | public List<ScenePushConfig> pushConfigs = new List<ScenePushConfig>(); |
| | | |
| | | /// <summary> |
| | | /// 生成场景sid |
| | | /// 生成逻辑sid方法 |
| | | /// </summary> |
| | | public void NewSid() |
| | | public string NewSid() |
| | | { |
| | | string sSceneid = ""; |
| | | string sceneId = ""; |
| | | try |
| | | { |
| | | string sOidBeginsWith = "000101";//厂商 + 通讯方式 |
| | | DateTime dt = DateTime.Now; |
| | | |
| | | |
| | | DateTime startTime = TimeZoneInfo.ConvertTimeToUtc(new DateTime(2020, 1, 1)); |
| | | long m = (long)((dt - startTime).TotalMilliseconds / 10); |
| | | string sTimeSpan = "00000000"; |
| | | |
| | | |
| | | byte[] arry = new byte[4]; |
| | | arry[0] = (byte)(m & 0xFF); |
| | |
| | | sTimeSpan = arry[0].ToString("X2") + arry[1].ToString("X2") + arry[2].ToString("X2") + arry[3].ToString("X2"); |
| | | |
| | | |
| | | if (sTimeSpan.Length > 8) |
| | | if (sTimeSpan.Length >= 8) |
| | | { |
| | | sTimeSpan = sTimeSpan.Substring(0, 8); |
| | | } |
| | | else |
| | | else |
| | | { |
| | | sTimeSpan = "00000000"; |
| | | sTimeSpan = Guid.NewGuid().ToString().Substring(0, 8); |
| | | //sTimeSpan = "00000000"; |
| | | } |
| | | |
| | | sSceneid = sOidBeginsWith + sTimeSpan; |
| | | sceneId = sOidBeginsWith + sTimeSpan; |
| | | |
| | | sSceneid += "0A"; |
| | | sSceneid += "0A01"; |
| | | //0A01 物模型为场景, 0001 表示 1 号场景功能 |
| | | int iTopSceneId = 1; |
| | | sceneId += "0A"; |
| | | sceneId += "0A01"; |
| | | int maxId = 1; |
| | | |
| | | Random random = new Random(); |
| | | iTopSceneId = random.Next(0, 255); |
| | | iTopSceneId += random.Next(0, 255); |
| | | |
| | | sSceneid += iTopSceneId.ToString("X4");//场景号 两个byte |
| | | sSceneid += "1100"; |
| | | sid = sSceneid; |
| | | for (int i = 0; i < FunctionList.List.scenes.Count; i++) |
| | | { |
| | | string s = FunctionList.List.scenes[i].sid.Substring(20, 4); |
| | | int iThisSceneId = Convert.ToInt16(s, 16); |
| | | if (iThisSceneId > maxId) |
| | | maxId = iThisSceneId; |
| | | } |
| | | |
| | | sceneId += (maxId + 1).ToString("X4"); |
| | | sceneId += "0000"; |
| | | } |
| | | catch |
| | | { |
| | | sid = sSceneid; |
| | | return sceneId; |
| | | } |
| | | return sceneId; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取设备添加到房间的房间名称 |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | public string GetRoomListName() |
| | | { |
| | | string roomNameList = ""; |
| | | foreach (var roomId in roomIds) |
| | | { |
| | | var findRoom = SpatialInfo.CurrentSpatial.RoomList.Find(obj => obj.roomId == roomId); |
| | | if (findRoom == null) |
| | | { |
| | | continue; |
| | | } |
| | | if (roomNameList != "") |
| | | { |
| | | roomNameList += ","; |
| | | } |
| | | roomNameList += findRoom.floorName + findRoom.roomName; |
| | | } |
| | | if (roomNameList == "" ) |
| | | { |
| | | roomNameList = Shared.Language.StringByID(StringId.WholeZone); |
| | | } |
| | | return roomNameList; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 数据存储文件名 |
| | | /// </summary> |
| | | [Newtonsoft.Json.JsonIgnore] |
| | | public string savePath |
| | | { |
| | | get |
| | | { |
| | | return "SceneData_" + sid; |
| | | } |
| | | } |
| | | /// <summary> |
| | | /// 场景执行\倒计时 |
| | | /// </summary> |
| | | /// <param name="btnShowDelay"></param> |
| | | public void SceneCountDown(Button btnShowDelay) |
| | | { |
| | | //场景正在倒计时执行中 |
| | | if (LastExecutionTime != "" && Convert.ToDouble(LastExecutionTime) + Convert.ToDouble(delay) > Convert.ToDouble(Utlis.GetTimestamp(false))) |
| | | { |
| | | int time = 0; |
| | | int.TryParse(Convert.ToInt32( |
| | | Convert.ToDouble(LastExecutionTime) + Convert.ToDouble(delay) - Convert.ToDouble(Utlis.GetTimestamp(false)) |
| | | ).ToString(), out time); |
| | | if (time > 0) |
| | | { |
| | | new System.Threading.Thread(() => |
| | | { |
| | | if (time > 0) |
| | | { |
| | | while (time > 0) |
| | | { |
| | | Application.RunOnMainThread(() => |
| | | { |
| | | if (time > 60) |
| | | { |
| | | btnShowDelay.Text = (time / 60).ToString() + "min" + time % 60 + "s"; |
| | | } |
| | | else |
| | | { |
| | | btnShowDelay.Text = time.ToString() + "s"; |
| | | } |
| | | }); |
| | | System.Threading.Thread.Sleep(1000); |
| | | time--; |
| | | } |
| | | Application.RunOnMainThread(() => |
| | | { |
| | | btnShowDelay.Text = ""; |
| | | }); |
| | | } |
| | | }) |
| | | { IsBackground = true, Priority = System.Threading.ThreadPriority.BelowNormal }.Start(); |
| | | } |
| | | } |
| | | } |
| | | /// <summary> |
| | | /// 保存场景数据文件 |
| | | /// </summary> |
| | | public void SaveSceneFile() |
| | | { |
| | | var ssd = System.Text.Encoding.UTF8.GetBytes(Newtonsoft.Json.JsonConvert.SerializeObject(this)); |
| | | FileUtlis.Files.WriteFileByBytes(savePath, ssd); |
| | | MainPage.Log($"Save Scene Data : {savePath}"); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 收藏场景 |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | public void CollectScene() |
| | | { |
| | | var result = StateCode.SUCCESS; |
| | | new System.Threading.Thread(() => |
| | | { |
| | | if (collect) |
| | | { |
| | | result = ApiUtlis.Ins.HttpRequest.CollectScene(userSceneId); |
| | | } |
| | | else |
| | | { |
| | | result = ApiUtlis.Ins.HttpRequest.CancelCollectScene(userSceneId); |
| | | } |
| | | //提示错误 |
| | | if (result != StateCode.SUCCESS) |
| | | { |
| | | Application.RunOnMainThread(() => |
| | | { |
| | | collect = !collect; |
| | | IMessageCommon.Current.ShowErrorInfoAlter(result); |
| | | }); |
| | | } |
| | | }) |
| | | { IsBackground = true }.Start(); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 编辑场景 |
| | | /// </summary> |
| | | public string EditScene() |
| | | { |
| | | var pm = new HttpServerRequest(); |
| | | var revPack = pm.EditScene(this); |
| | | if (revPack.Code == StateCode.SUCCESS) |
| | | { |
| | | var scenes = Newtonsoft.Json.JsonConvert.DeserializeObject<List<Scene>>(revPack.Data.ToString()); |
| | | var tempScene = scenes.Find((obj) => obj.sid == sid); |
| | | if (tempScene != null) |
| | | { |
| | | var ssd = System.Text.Encoding.UTF8.GetBytes(Newtonsoft.Json.JsonConvert.SerializeObject(tempScene)); |
| | | Common.FileUtlis.Files.WriteFileByBytes(savePath, ssd); |
| | | } |
| | | } |
| | | return revPack.Code; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 修改场景 |
| | | /// </summary> |
| | | public string UpdateScene() |
| | | { |
| | | var pm = new HttpServerRequest(); |
| | | var revPack = pm.EditScene(this); |
| | | if (revPack.Code == StateCode.SUCCESS) |
| | | { |
| | | var scenes = Newtonsoft.Json.JsonConvert.DeserializeObject<List<Scene>>(revPack.Data.ToString()); |
| | | var tempScene = scenes.Find((obj) => obj.sid == sid); |
| | | if (tempScene != null) |
| | | { |
| | | var ssd = System.Text.Encoding.UTF8.GetBytes(Newtonsoft.Json.JsonConvert.SerializeObject(tempScene)); |
| | | Common.FileUtlis.Files.WriteFileByBytes(savePath, ssd); |
| | | } |
| | | } |
| | | return revPack.Code; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 延时显示的文本 |
| | | /// </summary> |
| | | public string GetDelayText() |
| | | { |
| | | var delayInt = 0; |
| | | int.TryParse(delay,out delayInt); |
| | | if(delayInt == 0) |
| | | { |
| | | return Language.StringByID(StringId.NoDelay); |
| | | } |
| | | string text = ""; |
| | | if (delayInt > 60) |
| | | { |
| | | text = (delayInt / 60) + Language.StringByID(StringId.m) + (delayInt % 60) + Language.StringByID(StringId.s); |
| | | }else |
| | | { |
| | | text = delayInt + Language.StringByID(StringId.s); |
| | | } |
| | | return text; |
| | | switch (delay) |
| | | { |
| | | case "0": |
| | | text = Language.StringByID(StringId.NoDelay); |
| | | break; |
| | | case "30": |
| | | text = "30s"; |
| | | break; |
| | | case "60": |
| | | text = "1min"; |
| | | break; |
| | | case "120": |
| | | text = "2min"; |
| | | break; |
| | | case "300": |
| | | text = "5min"; |
| | | break; |
| | | } |
| | | return text; |
| | | } |
| | | /// <summary> |
| | | /// 云端数据创建的时间 |
| | | /// </summary> |
| | | public string createTime = ""; |
| | | /// <summary> |
| | | /// 云端数据修改的最后时间 |
| | | /// </summary> |
| | | public string modifyTime = ""; |
| | | |
| | | |
| | | } |
| | | /// <summary> |
| | | /// 场景功能对象 |
| | | /// </summary> |
| | | public class SceneFunction |
| | | { |
| | | public string sid = ""; |
| | | |
| | | public List<SceneFunctionStatus> status = new List<SceneFunctionStatus>(); |
| | | /// <summary> |
| | | /// 功能延时 |
| | | /// </summary> |
| | | public string delay = "0"; |
| | | |
| | | Function _localFunction; |
| | | /// <summary> |
| | | /// 本地对应的功能 |
| | | /// </summary> |
| | | [Newtonsoft.Json.JsonIgnore] |
| | | public Function localFunction |
| | | { |
| | | get |
| | | { |
| | | if (_localFunction == null) |
| | | { |
| | | _localFunction = ConvertFunctionObject(); |
| | | } |
| | | return _localFunction; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 转换成功能对象 |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | Function ConvertFunctionObject() |
| | | { |
| | | var localFunction = FunctionList.List.GetDeviceFunctionList().Find((obj) => obj.sid == sid); |
| | | return localFunction; |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 解析场景功能数据 |
| | | /// </summary> |
| | | /// <param name="sceneFunction"></param> |
| | | public string GetFunctionScnenInfo() |
| | | { |
| | | var sceneFunctionInfo = ""; |
| | | foreach (var sfs in status) |
| | | { |
| | | if (sfs.key == FunctionAttributeKey.OnOff) |
| | | { |
| | | if (sfs.value == "off") |
| | | { |
| | | return Language.StringByID(StringId.Close); |
| | | } |
| | | } |
| | | } |
| | | sceneFunctionInfo += Language.StringByID(StringId.Open) + " "; |
| | | |
| | | var modeState = status.Find((obj) => obj.key == FunctionAttributeKey.Mode); |
| | | var tempState = status.Find((obj) => obj.key == FunctionAttributeKey.SetTemp); |
| | | var fanState = status.Find((obj) => obj.key == FunctionAttributeKey.FanSpeed); |
| | | if (modeState != null) |
| | | { |
| | | sceneFunctionInfo += modeState.GetValueText() + " "; |
| | | } |
| | | if (tempState != null) |
| | | { |
| | | sceneFunctionInfo += tempState.GetValueText() + " "; |
| | | sceneFunctionInfo += tempState.GetUintString(); |
| | | } |
| | | if (fanState != null) |
| | | { |
| | | sceneFunctionInfo += fanState.GetValueText() + " "; |
| | | } |
| | | var briState = status.Find((obj) => obj.key == FunctionAttributeKey.Brightness); |
| | | if (briState != null) |
| | | { |
| | | sceneFunctionInfo += briState.value + "%"; |
| | | } |
| | | var perState = status.Find((obj) => obj.key == FunctionAttributeKey.Percent); |
| | | if (perState != null) |
| | | { |
| | | sceneFunctionInfo += perState.value + "%"; |
| | | } |
| | | return sceneFunctionInfo; |
| | | } |
| | | |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 场景功能属性 |
| | | /// </summary> |
| | | public class SceneFunctionStatus |
| | | { |
| | | public string key = ""; |
| | | public string value = ""; |
| | | |
| | | /// <summary> |
| | | /// 属性名称显示文本 |
| | | /// 中英文显示 |
| | | /// </summary> |
| | | public string GetNameText() |
| | | { |
| | | string text = ""; |
| | | switch (key) |
| | | { |
| | | case FunctionAttributeKey.OnOff: |
| | | text = Language.StringByID(StringId.OnOff); |
| | | break; |
| | | case FunctionAttributeKey.Brightness: |
| | | text = Language.StringByID(StringId.Brightness); |
| | | break; |
| | | case FunctionAttributeKey.RGB: |
| | | text = Language.StringByID(StringId.ColorValue); |
| | | break; |
| | | case FunctionAttributeKey.Mode: |
| | | text = Language.StringByID(StringId.Mode); |
| | | break; |
| | | case FunctionAttributeKey.FanSpeed: |
| | | text = Language.StringByID(StringId.FanSpeed); |
| | | break; |
| | | case FunctionAttributeKey.SetTemp: |
| | | text = Language.StringByID(StringId.Temp); |
| | | break; |
| | | case FunctionAttributeKey.RoomTemp: |
| | | text = Language.StringByID(StringId.IndoorTemp); |
| | | break; |
| | | case FunctionAttributeKey.Delay: |
| | | text = Language.StringByID(StringId.Delay); |
| | | break; |
| | | case FunctionAttributeKey.CCT: |
| | | text = "CCT"; |
| | | break; |
| | | case FunctionAttributeKey.Percent: |
| | | text = Language.StringByID(StringId.PercentAdjustment); |
| | | break; |
| | | case FunctionAttributeKey.FadeTime: |
| | | text = Language.StringByID(StringId.FadeSpeed); |
| | | break; |
| | | } |
| | | return text; |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 属性值单位 |
| | | /// </summary> |
| | | public string GetUintString() |
| | | { |
| | | var us = ""; |
| | | switch (key) |
| | | { |
| | | case FunctionAttributeKey.SetTemp: |
| | | case FunctionAttributeKey.RoomTemp: |
| | | us = "°C"; |
| | | break; |
| | | case FunctionAttributeKey.Percent: |
| | | case FunctionAttributeKey.Brightness: |
| | | us = "%"; |
| | | break; |
| | | } |
| | | return us; |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 获取指定属性的显示文本 |
| | | /// 中英文显示 |
| | | /// </summary> |
| | | public string GetValueText() |
| | | { |
| | | string text = ""; |
| | | switch (key) |
| | | { |
| | | case FunctionAttributeKey.OnOff: |
| | | text = value == "on" ? Language.StringByID(StringId.On) : Language.StringByID(StringId.OFF); |
| | | break; |
| | | case FunctionAttributeKey.SetTemp: |
| | | case FunctionAttributeKey.RoomTemp: |
| | | case FunctionAttributeKey.Brightness: |
| | | case FunctionAttributeKey.Percent: |
| | | if (value == "") |
| | | { |
| | | value = "0"; |
| | | } |
| | | text = value; |
| | | break; |
| | | case FunctionAttributeKey.Mode: |
| | | switch (value) |
| | | { |
| | | //----空调 |
| | | case "auto": |
| | | text = Language.StringByID(StringId.Auto); |
| | | break; |
| | | case "cool": |
| | | text = Language.StringByID(StringId.Cool); |
| | | break; |
| | | case "heat": |
| | | text = Language.StringByID(StringId.Heat); |
| | | break; |
| | | case "dry": |
| | | text = Language.StringByID(StringId.Dry); |
| | | break; |
| | | case "fan": |
| | | text = Language.StringByID(StringId.AirSupply); |
| | | break; |
| | | //-----地热 |
| | | case "day": |
| | | text = Language.StringByID(StringId.Day); |
| | | break; |
| | | case "night": |
| | | text = Language.StringByID(StringId.Night); |
| | | break; |
| | | case "away": |
| | | text = Language.StringByID(StringId.Away); |
| | | break; |
| | | case "normal": |
| | | text = Language.StringByID(StringId.Normal); |
| | | break; |
| | | case "timer": |
| | | text = Language.StringByID(StringId.Timer); |
| | | break; |
| | | } |
| | | break; |
| | | case FunctionAttributeKey.FanSpeed: |
| | | switch (value) |
| | | { |
| | | case "high": |
| | | text = Language.StringByID(StringId.HighWindSpeed); |
| | | break; |
| | | case "medium": |
| | | text = Language.StringByID(StringId.MiddleWindSpeed); |
| | | break; |
| | | case "low": |
| | | text = Language.StringByID(StringId.LowWindSpeed); |
| | | break; |
| | | case "auto": |
| | | text = Language.StringByID(StringId.Auto); |
| | | break; |
| | | default: |
| | | text = "low"; |
| | | break; |
| | | } |
| | | break; |
| | | case "high": |
| | | text = Language.StringByID(StringId.HighWindSpeed); |
| | | break; |
| | | case "medium": |
| | | text = Language.StringByID(StringId.MiddleWindSpeed); |
| | | break; |
| | | case "low": |
| | | text = Language.StringByID(StringId.LowWindSpeed); |
| | | break; |
| | | case "auto": |
| | | text = Language.StringByID(StringId.Auto); |
| | | break; |
| | | } |
| | | return text; |
| | | } |
| | | |
| | | |
| | | } |
| | | /// <summary> |
| | | /// 场景推送配置 |
| | | /// </summary> |
| | | public class ScenePushConfig |
| | | { |
| | | /// <summary> |
| | | /// 推送方式 |
| | | /// </summary> |
| | | public string pushMethod = ""; |
| | | /// <summary> |
| | | /// 推送内容 |
| | | /// </summary> |
| | | public string pushContent = ""; |
| | | /// <summary> |
| | | /// 推送目标集合 |
| | | /// </summary> |
| | | public List<string> pushTarget = new List<string>(); |
| | | } |
| | | |
| | | } |
| | | //5.1.14获取场景列表
|
| | | //请求参数 |
| | | //{
|
| | | // "namespace": "HDL",
|
| | | // "type": "scene",
|
| | | // "command": "get_list"
|
| | | //}
|
| | | //返回值 json格式 所有场景id及场景里执行的目标数据
|
| | | //返回例子 |
| | | //{
|
| | | // "namespace": "HDL",
|
| | | // "command": "get_list_respond",
|
| | | // "type": "scene",
|
| | | // "number": [{
|
| | | // "scene_id": "0001",
|
| | | // "scene_name": "dinner",
|
| | | // "objects": [{
|
| | | // "sid": "00010019101209000025670100010001",
|
| | | //"data_type": "string ",
|
| | | // "value": "on"
|
| | | // }]
|
| | | // }]
|
| | | //}
|
| | | //说明 获取场景列表和属性,只开,只关,既开又关
|
| | | |
| | | //5.1.15创建场景
|
| | | //请求参数 |
| | | //{
|
| | | // "namespace": "HDL",
|
| | | // "command": "create",
|
| | | // "type": "scene",
|
| | | // "objects": [{
|
| | | // "scene_name": "Away ",
|
| | | // "status": "single_off"
|
| | | // }]
|
| | | //}
|
| | | //返回值 json格式
|
| | | //返回例子 {
|
| | | // "namespace": "HDL",
|
| | | // "command": "create_respond",
|
| | | // "type": "scene",
|
| | | // "objects": [{
|
| | | // "scene_id": "0004",
|
| | | // "name": "Away",
|
| | | // "status": "single_off"
|
| | | // }]
|
| | | //}
|
| | | //说明 创建场景
|
| | | |
| | | //5.1.16添加目标到场景
|
| | | //请求参数 |
| | | //{
|
| | | // "namespace": "HDL",
|
| | | // "command": "add_member",
|
| | | // "type": "scene",
|
| | | // "number": [{
|
| | | // "scene_id": "0001",
|
| | | // "objects": [{
|
| | | // "sid": "00010019101209000025670100010001",
|
| | | // "function": [{
|
| | | // "attri": "switch", |
| | | //"data_type": "string ",
|
| | | // "value": "on"
|
| | | // }]
|
| | |
|
| | | // }]
|
| | | // }, {
|
| | | // "scene_id": "0002",
|
| | | // "objects": [{
|
| | | // "sid": "00010019101209000025670200010001",
|
| | | // "function": [{
|
| | | // "attri": "brightness",
|
| | | //"data_type": "int",
|
| | | // "value": 50
|
| | | // }]
|
| | | // }]
|
| | | // }]
|
| | | //}
|
| | | //返回值 json格式
|
| | | //返回例子 {
|
| | | // "namespace": "HDL",
|
| | | // "command": "add_member_respond",
|
| | | // "type": "scene",
|
| | | // "scene_id": "0001",
|
| | | // "value": "success"
|
| | | //}
|
| | | //说明 成功添加目标的场景列表
|
| | | |
| | | //5.1.17删除场景命令
|
| | | //请求参数 |
| | | //{
|
| | | // "namespace": "HDL",
|
| | | // "command": "delete",
|
| | | // "type": "scene",
|
| | | // "objects": [{
|
| | | // "scene_id": "0001"
|
| | | // }]
|
| | | //}
|
| | | //返回值 json格式
|
| | | //返回例子 {
|
| | | // "namespace": "HDL",
|
| | | // "command": "delete_respond",
|
| | | // "type": "scene",
|
| | | // "scene_id": "0001",
|
| | | // "value": "success"
|
| | | //}
|
| | | //说明 删除场景
|
| | | |
| | | //5.1.18删除场景里的目标
|
| | | //请求参数 |
| | | //{
|
| | | // "Namespace": "HDL",
|
| | | // "Command": "delete_member",
|
| | | // "type": "scene",
|
| | | // "number": [{
|
| | | // "scene_id": "0001",
|
| | | // "objects": [{
|
| | | // "sid": "00010019101209000025670100010001"
|
| | | // }, {
|
| | | // "sid": "00010019101209000025670100010002"
|
| | | // }]
|
| | | // }]
|
| | | //}
|
| | | //返回值 json格式
|
| | | //返回例子 {
|
| | | // "namespace": "HDL",
|
| | | // "command": "delete_member_respond",
|
| | | // "type": "scene",
|
| | | // "scenesid": "0001",
|
| | | // "sid": "00010019101209000025670100010001",
|
| | | // "value": "success"
|
| | | //}
|
| | | //说明 删除场景内设备
|
| | | |
| | | //5.1.19配置场景分组(足内场景状态自动记录最后一次记录)
|
| | | //请求参数 {
|
| | | // "namespace": "HDL",
|
| | | // "command": "group",
|
| | | // "type": "scene",
|
| | | // "objects": [{
|
| | | // "group_id": 1,
|
| | | // "scene_ids": [{
|
| | | // "scene_id": "0001"
|
| | | // }, {
|
| | | // "scene_id": "0002"
|
| | | // }]
|
| | | // }]
|
| | | //}
|
| | | //返回值 json格式
|
| | | //返回例子 {
|
| | | // "namespace": "HDL",
|
| | | // "command": "group_respond",
|
| | | // "type": "scene",
|
| | | // "group_id": "0001",
|
| | | // "value": "success"
|
| | | //}
|
| | | //说明 控制场景
|
| | | |
| | |
|
| | | //5.1.20读取场景分组
|
| | | //请求参数 |
| | | //{
|
| | | // "namespace": "HDL",
|
| | | // "command": "read_group",
|
| | | // "type": "scene",
|
| | | // "objects": [{
|
| | | // "group_id": 1
|
| | | // }]
|
| | | //}
|
| | | //返回值 json格式
|
| | | //返回例子 {
|
| | | // "namespace": "HDL",
|
| | | // "command": "read_group_respond",
|
| | | // "type": "scene",
|
| | | // "objects": [{
|
| | | // "group_id": 1,
|
| | | // "scene_ids": [{
|
| | | // "scene_id": "0001"
|
| | | // }, {
|
| | | // "scene_id": "0002"
|
| | | // }]
|
| | | // }]
|
| | | //}
|
| | | //说明 控制场景
|
| | | |
| | |
|
| | | //5.1.21控制场景 |
| | | //请求参数 |
| | | //{
|
| | | // "namespace": "HDL",
|
| | | // "command": "contrl",
|
| | | // "type": "scene",
|
| | | // "objects": [{
|
| | | // "scene_id": "0001",
|
| | | // "value": “on”
|
| | | // }]
|
| | | //}
|
| | | //返回值 json格式
|
| | | //返回例子 {
|
| | | // "namespace": "HDL",
|
| | | // "command": "contrl_respond",
|
| | | // "type": "scene",
|
| | | // "scene_id": "0001",
|
| | | // "value": "success"
|
| | | //}
|
| | | //说明 控制场景 |