From your log, it looks like a timing issue. It seems that the bridge is sending the scene data to the room and zone things BEFORE those things have been initialized to be aware that the should look out for scene data. Or something like that. Weirdly it work for me just fine on my Raspberry Pi4 and on Windows, so it may take some trawling though your logs to fully figure it out…
Yes, it is a switch. Turning it ON activates the scene. It auto magically resets to OFF so you can use it again. And if you turn two ON, then ‘last’ one will win.
I, for one, strongly prefer the ‘one string channel for scene selection’ approach (IOW, the drop-down). My use case is having a button going through a number of scenes.
With the ‘one switch channel per scene’ model, how does one find out which scene is active if the switch auto-toggles to OFF again? Also, I’m not sure it’s really easier to use: it shouldn’t make much of a difference between ‘send command X to fixed string channel’ and ‘send command ON to switch channel X’.
Now that I see it again, it would likely work with separate switches as well…I guess the concept of an ‘active’ scene doesn’t exist?
Nevertheless I find a single string channel more intuitive, if only to keep it similar to how it works currently.
I also prefer the one string channel selection that can be activated via a drop down list. This coukd be because that is hiw it wirk in the V1 binding? But also because i do not see how you would be able to easily implement changes to scenes without having to make changes to OH channels and items?
Was actually going to post questions about this today.
EDIT: The scene selection is quite easy with a widget:
Honestly I’m not (yet) sure. Obviously when you activate a scene (either via a switch or a drop down channel) it becomes ‘active’. But if you then manually dim or switch an individual light in the group, I am not sure if there is any indication that the scene has become inactive. I will do some checks among the SSE event stream.
EDIT: when I do the above, I do see some scene related events, but I have no yet fully figured out what is going on.
I understand. It’s rather technical, but the problem is when the SSE event notification is more than 4096 characters long. So it would only occur when activating a scene would simultaneously change the state of a large number of lights…
EDIT: I made a new build that should fix the issue. The new Jars are on the same link as before HERE
Note: with great the help of @maniac103 we made some good optimisations of the core communication code, so if you want to try the absolute latest version, it is on the same link as I mentioned before. You would probably not notice any functional difference from the version you are using, but it is just a bit more ‘bomb proof’.
It turns out that the concept does indeed exist. When a scene is activated the Hue Bridge sends an SSE event including the scene that became active, and for all other scenes that thereby became inactive. Also if you manually change a light within the group to which the scene applies, it includes the scene that thereby became inactive in the SSE event.
I made a new Jar HERE in which the scene channel states are dynamically updated; they now either show the name of whichever scene is active, or ‘NULL’ if no scene (for that room or zone) is active. => Enjoy!
Will look when i get back after the weekend. Hoping this does not change my alerting rule.
I guess the scene will not reinstate if the individual light is restored.