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Simulation/Assets/WorkSpace/LH/Simulation/SimulationModelProcess.cs

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2025-06-24 17:02:07 +09:00
using Newtonsoft.Json.Linq;
using UnityEngine;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using UnityEngine.Events;
using Octopus.Simulator.Networks;
using Newtonsoft.Json;
[Serializable]
public class ProcessDataClass_start
{
public string processor_id;
public string processor_label;
public int processing_time;
public List<ProcessInputQueue> input_queues;
public List<ProcessInputStore> input_stores;
public string output_queue;
}
[Serializable]
public class ProcessInputQueue
{
public string queue_name;
public int required_items;
}
[Serializable]
public class ProcessInputStore
{
public string store_name;
public int required_items;
}
[Serializable]
public class ProcessDataClass_using_queue
{
public string processor_id;
public string processor_label;
public string queue_name;
public int queue_length;
public int required_items;
public int priority_order;
public string queue_type;
}
[Serializable]
public class ProcessDataClass_using_store
{
public string processor_id;
public string processor_label;
public string store_name;
public int store_length;
public int required_items;
public int priority_order;
public string queue_type;
}
[Serializable]
public class ProcessDataClass_checking_inputs
{
public string processor_id;
public List<ProcessInputQueue> queues;
public List<ProcessInputStore> stores;
}
[Serializable]
public class ProcessDataClass_defects_detected
{
public string processor_id;
public int defect_count;
}
[Serializable]
public class ProcessDataClass_requesting_resource
{
public string processor_id;
public string resource_name;
}
[Serializable]
public class ProcessDataClass_resource_acquired
{
public string processor_id;
public string resource_name;
}
[Serializable]
public class ProcessDataClass_speed_factor_applied
{
public string processor_id;
public string resource_name;
public float original_time;
public float adjusted_time;
public float speed_factor;
}
[Serializable]
public class ProcessDataClass_batch_started
{
public string processor_id;
public int product_count;
public int processing_time;
}
[Serializable]
public class ProcessDataClass_batch_completed
{
public string processor_id;
public int product_count;
}
[Serializable]
public class ProcessDataClass_output_queue
{
public string processor_id;
public string queue_name;
public int queue_length_before;
public int products_to_add;
}
[Serializable]
public class ProcessDataClass_waiting
{
public string processor_id;
public int missing;
}
public class SimulationModelProcess : SimulationModel
{
public string eventUsingQueue = "processor_using_queue";
public string eventUsingStore = "processor_using_store";
public string eventStartBatch = "processor_batch_started";
public string eventOutputQueue = "processor_output_queue";
public List<GameObject> listProducts = new List<GameObject>();
public Transform productPos;
public UnityEvent onProcessStart;
public UnityEvent onProcessEnd;
int productCount = 0;
float processTime = 0;
float elapsedTime = 0;
ConcurrentQueue<JObject> dataQueue;
bool startBatch = false;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
if (!startBatch) return;
elapsedTime += Time.deltaTime;
if (elapsedTime > processTime)
{
onProcessEnd?.Invoke();
startBatch = false;
}
}
/*
protected override IEnumerator RunSimulationCoroutine()
{
yield return new WaitUntil(() => !string.IsNullOrEmpty(nodeID));
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))
{
string eventKey = "_event";
if (currentData.ContainsKey(eventKey))
{
string value = currentData[eventKey].ToString();
if (value.Contains(eventUsingQueue))
{
string[] queueIDKey = { "data", "queue_name" };
string[] loadCountKey = { "data", "required_items" };
string queueID = GetJsonValue(currentData, queueIDKey)?.ToString();
int loadCount = GetJsonIntValue(currentData, loadCountKey);
SimulationModel model = DataManager.I.GetModel(queueID);
SimulationModelStore storeModel = (SimulationModelStore)model;
for (int i = 0; i < loadCount; i++)
{
GameObject product = null;
yield return new WaitUntil(() => {
product = storeModel.GetProduct();
return product != null;
});
product.transform.parent = productPos;
product.transform.localPosition = Vector3.zero;
product.transform.localRotation = Quaternion.identity;
listProducts.Add(product);
}
}
else if (value.Contains(eventUsingStore))
{
string[] queueIDKey = { "data", "store_name" };
string[] loadCountKey = { "data", "required_items" };
string queueID = GetJsonValue(currentData, queueIDKey)?.ToString();
int loadCount = GetJsonIntValue(currentData, loadCountKey);
SimulationModel model = DataManager.I.GetModel(queueID);
SimulationModelStore storeModel = (SimulationModelStore)model;
for (int i = 0; i < loadCount; i++)
{
GameObject product = null;
yield return new WaitUntil(() => {
product = storeModel.GetProduct();
return product != null;
});
product.transform.parent = productPos;
product.transform.localPosition = Vector3.zero;
product.transform.localRotation = Quaternion.identity;
listProducts.Add(product);
}
}
else if (value.Contains(eventStartBatch))
{
string[] productCountKey = { "data", "product_count" };
string[] processTimeKey = { "data", "processing_time" };
int productCount = GetJsonIntValue(currentData, productCountKey);
processTime = GetJsonFloatValue(currentData, processTimeKey);
elapsedTime = 0;
startBatch = true;
onProcessStart?.Invoke();
}
else if (value.Contains(eventOutputQueue))
{
string[] outputQueueKey = { "data", "queue_name" };
string[] productCountKey = { "data", "products_to_add" };
string queueID = GetJsonValue(currentData, outputQueueKey)?.ToString();
int productCount = GetJsonIntValue(currentData, productCountKey);
SimulationModel model = DataManager.I.GetModel(queueID);
SimulationModelStore storeModel = (SimulationModelStore)model;
for (int i = 0; i < productCount; i++)
{
if (listProducts.Count > 0)
{
GameObject product = listProducts[0];
storeModel.StoreProduct(product);
listProducts.Remove(product);
}
else
{
Debug.LogWarning("Trying to unload from empty transporter : " + nodeID);
}
}
}
}
}
yield return null;
}
yield return null;
}
*/
public override void GetData(string data)
{
var wrapclass = JsonConvert.DeserializeObject<SimulationDefaultJson>(data);
if (wrapclass._event.Contains(eventUsingQueue))
{
var processData_UsingQueue = JsonConvert.DeserializeObject<ProcessDataClass_using_queue>(wrapclass.data.ToString());
/*
string[] queueIDKey = { "data", "queue_name" };
string[] loadCountKey = { "data", "required_items" };
string queueID = GetJsonValue(currentData, queueIDKey)?.ToString();
int loadCount = GetJsonIntValue(currentData, loadCountKey);
*/
string queueID = processData_UsingQueue.queue_name;
int loadCount = processData_UsingQueue.required_items;
SimulationModel model = DataManager.I.GetModel(queueID);
SimulationModelStore storeModel = model.GetComponent<SimulationModelStore>();
for (int i = 0; i < loadCount; i++)
{
GameObject product = null;
product = storeModel.GetProduct();
/*
yield return new WaitUntil(() =>
{
product = storeModel.GetProduct();
return product != null;
});
*/
product.transform.parent = productPos;
product.transform.localPosition = Vector3.zero;
product.transform.localRotation = Quaternion.identity;
listProducts.Add(product);
}
}
else if (wrapclass._event.Contains(eventUsingStore))
{
var processData_UsingStore = JsonConvert.DeserializeObject<ProcessDataClass_using_store>(wrapclass.data.ToString());
string queueID = processData_UsingStore.store_name;
int loadCount = processData_UsingStore.required_items;
SimulationModel model = DataManager.I.GetModel(queueID);
SimulationModelStore storeModel = model.GetComponent<SimulationModelStore>();
for (int i = 0; i < loadCount; i++)
{
GameObject product = null;
product = storeModel.GetProduct();
/*
yield return new WaitUntil(() =>
{
product = storeModel.GetProduct();
return product != null;
});
*/
product.transform.parent = productPos;
product.transform.localPosition = Vector3.zero;
product.transform.localRotation = Quaternion.identity;
listProducts.Add(product);
}
}
else if (wrapclass._event.Contains(eventStartBatch))
{
var processData_BatchStart = JsonConvert.DeserializeObject<ProcessDataClass_batch_started>(wrapclass.data.ToString());
int productCount = processData_BatchStart.product_count;
processTime = processData_BatchStart.processing_time;
elapsedTime = 0;
startBatch = true;
onProcessStart?.Invoke();
}
else if (wrapclass._event.Contains(eventOutputQueue))
{
var processData_OutputQueue = JsonConvert.DeserializeObject<ProcessDataClass_output_queue>(wrapclass.data.ToString());
string queueID = processData_OutputQueue.queue_name;
int productCount = processData_OutputQueue.products_to_add;
SimulationModel model = DataManager.I.GetModel(queueID);
SimulationModelStore storeModel = model.GetComponent<SimulationModelStore>();
for (int i = 0; i < productCount; i++)
{
if (listProducts.Count > 0)
{
GameObject product = listProducts[0];
storeModel.StoreProduct(product);
listProducts.Remove(product);
}
else
{
Debug.LogWarning("Trying to unload from empty transporter : " + nodeID);
}
}
}
}
}