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Simulation/Assets/Scripts/SimulationModels/SimulationModelSource.cs

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using System.Collections.Concurrent;
using System.Collections.Generic;
using UnityEngine;
using System.Collections;
using Newtonsoft.Json.Linq;
using Best.HTTP.JSON;
public class SimulationModelSource : SimulationModel
{
public string eventGenerateProduct = "product_generated";
public string eventGenerateDefect = "product_defective";
public string eventQueueProduct = "product_queued";
public GameObject productPrefab;
public GameObject defectPrefab;
public List<GameObject> listProducts = new List<GameObject>();
public List<GameObject> listDefects = new List<GameObject>();
public Transform productPos;
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public Vector3 productDistance = new Vector3(0, 0.321f, 0);
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//ConcurrentQueue<Dictionary<string, object>> dataQueue;
ConcurrentQueue<JObject> dataQueue;
int productCount = 0;
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int defectCount = 0;
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void Update()
{
int interval = 0;
if (productCount != listProducts.Count)
{
productCount = listProducts.Count;
for (int i = 0; i < productCount; i++)
{
GameObject gb = listProducts[i];
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gb.transform.localPosition = productDistance * interval;
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interval++;
}
}
if (defectCount != listDefects.Count)
{
defectCount = listDefects.Count;
for (int i = 0; i < defectCount; i++)
{
GameObject gb = listDefects[i];
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gb.transform.localPosition = productDistance * interval;
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interval++;
}
}
}
protected override IEnumerator RunSimulationCoroutine()
{
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yield return new WaitUntil(() => !string.IsNullOrEmpty(nodeID));
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while (dataQueue == null)
{
dataQueue = MQTTDataBase.Instance.GetDataQueue(nodeID);
if (dataQueue == null)
yield return null;
else
break;
}
while (true)
{
if (dataQueue.IsEmpty)
{
yield return null;
continue;
}
if (dataQueue.TryDequeue(out JObject currentData))
{
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string eventKey = "_event";
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if (currentData.ContainsKey(eventKey))
{
string value = currentData[eventKey].ToString();
if (value.Contains(eventGenerateProduct))
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{
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GameObject gb = Instantiate(productPrefab, productPos);
listProducts.Add(gb);
}
else if (value.Contains(eventGenerateDefect))
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{
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GameObject gb = Instantiate(defectPrefab, productPos);
listProducts.Add(gb);
}
else if (value.Contains(eventQueueProduct))
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{
string[] queueIDKey = { "data", "queue" };
string[] capacityKey = { "data", "queue_length" };
string[] storeTypeKey = { "data", "queue_type" };
string queueID = GetJsonValue(currentData, queueIDKey)?.ToString();
int queueCapacity = GetJsonIntValue(currentData, capacityKey);
string storeType = GetJsonValue(currentData, storeTypeKey)?.ToString();
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SimulationModel model = DataManager.I.GetModel(queueID);
GameObject product = null;
if (listProducts.Count > 0)
{
product = listProducts[0];
listProducts.Remove(product);
}
else if (listDefects.Count > 0)
{
product = listDefects[0];
listDefects.Remove(product);
}
if (model != null && product != null)
{
SimulationModelStore storeModel = (SimulationModelStore)model;
storeModel.maxCapacity = queueCapacity;
storeModel.storeType = storeType;
storeModel.StoreProduct(product);
}
}
}
}
yield return null;
}
yield return null;
}
}