lexnared Posted November 21 Posted November 21 (edited) Hello everyone, I need help with the extension of a library script "Scene Test with multiple Shellies" Project: The code should switch the output of multiple Shelly's in the same subnet (192.168.1.XXX) Which would also work if the Shellys were not provided with a user and password. The current response is "401 Unauthorized" Can someone help me how to extend the code for an authentication with username and password? The webhooks / HTTP(S) requests would be for example: http://admin:PASSWORD@192.168.1.13/relay/0?turn~3don Quote // Copyright 2021 Allterco Robotics EOOD // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // Shelly is a Trademark of Allterco Robotics // Shelly Script example: Scene Test with multiple Shellies // // Playing a scene with four Shellies with that have a lamp as a load. // Demonstration of a "Remote Shelly" wrapper object. object prototyping, and // simple schene player let CONFIG = { mac: 0, }; Shelly.call( "sys.getstatus", {}, function (result, error_code, error_message, user_data) { if (error_code === 0) { CONFIG.mac = result.mac; } }, null ); let RemoteShelly = { _cb: function (result, error_code, error_message, callback) { let rpcResult = JSON.parse(result.body); let rpcCode = result.code; let rpcMessage = result.message; callback(rpcResult, rpcCode, rpcMessage); }, composeEndpoint: function (method) { print("hello"); print(this.address); return "http://" + this.address + "/rpc/" + method }, call: function (rpc, data, callback) { let postData = { url: this.composeEndpoint(rpc), body: data, }; Shelly.call("HTTP.POST", postData, RemoteShelly._cb, callback); }, getInstance: function (address) { let rs = Object.create(this); // remove static method rs.getInstance = null; rs.address = address; return rs; }, }; let blueShelly1 = RemoteShelly.getInstance("192.168.1.15"); let blueShelly2 = RemoteShelly.getInstance("192.168.1.14"); let blueShelly3 = RemoteShelly.getInstance("192.168.1.13"); function setSwitch(swObj, how) { swObj.call( "switch.set", { id: 0, on: how }, function (result, error_code, message) { print(JSON.stringify(result), error_code, message); } ); } let Scene = [ { delay: 1000, fn: function () { setSwitch(Shelly, true); }, }, { delay: 1000, fn: function () { setSwitch(blueShelly1, true); }, }, { delay: 1000, fn: function () { setSwitch(blueShelly2, true); }, }, { delay: 1000, fn: function () { setSwitch(blueShelly3, true); }, }, { //cond will check the return value of fn to decide to continue type: "cond", fn: function () { return true; }, }, { delay: 1000, fn: function () { setSwitch(Shelly, false); }, }, { delay: 1000, fn: function () { setSwitch(blueShelly1, false); }, }, { delay: 1000, fn: function () { setSwitch(blueShelly2, false); }, }, { delay: 1000, fn: function () { setSwitch(blueShelly3, false); }, }, { //run will just execute fn fn: function () { print("end-of-scene"); }, }, ]; let ScenePlayer = { currentScene: null, sceneCounter: -1, sceneTimer: null, loop: false, play: function (scene, loop) { if (typeof loop !== "undefined") { this.loop = loop; } Timer.clear(this.sceneTimer); this.sceneCounter = -1; this.currentScene = scene; this.next(); }, next: function () { if (!this.currentScene) { return; } this.sceneCounter++; let delay = 1; if (this.sceneCounter === this.currentScene.length) { if (this.loop) { this.sceneCounter = -1; this.step(delay); } return; } if ( this.currentScene[this.sceneCounter].type === "cond" && !this.currentScene[this.sceneCounter].fn() ) { return; } this.currentScene[this.sceneCounter].fn(); if (typeof this.currentScene[this.sceneCounter].delay !== "undefined") { delay = this.currentScene[this.sceneCounter].delay; } this.step(delay); }, step: function (delay) { this.sceneTimer = Timer.set( delay, false, function (sp) { sp.next(); }, this ); }, cancel: function () { Timer.clear(this.sceneTimer); this.sceneCounter = -1; this.currentScene = null; }, }; ScenePlayer.play(Scene, true); Edited November 21 by lexnared Quote Translate Revert translation? English (American) Finnish French German Italian Portuguese (European) Spanish
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