로직 데이터 연동 시작
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File diff suppressed because it is too large
Load Diff
@@ -4,6 +4,7 @@ using System.Collections.Generic;
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
public class DataManager : UnitySingleton<DataManager>
|
public class DataManager : UnitySingleton<DataManager>
|
||||||
{
|
{
|
||||||
|
public bool isPlaying = false;
|
||||||
List<SimulationModel> models = new List<SimulationModel>();
|
List<SimulationModel> models = new List<SimulationModel>();
|
||||||
|
|
||||||
public event Action<List<SimulationModel>> onModelsUpdated;
|
public event Action<List<SimulationModel>> onModelsUpdated;
|
||||||
@@ -28,4 +29,9 @@ public class DataManager : UnitySingleton<DataManager>
|
|||||||
{
|
{
|
||||||
return models;
|
return models;
|
||||||
}
|
}
|
||||||
|
public SimulationModel GetModel(string nodeID)
|
||||||
|
{
|
||||||
|
SimulationModel model = models.Find(x => x.nodeID.Equals(nodeID));
|
||||||
|
return model;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
8
Assets/Scripts/SimulationModels.meta
Normal file
8
Assets/Scripts/SimulationModels.meta
Normal file
@@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
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|
guid: a90fd8d1423cd7a4785559871465d605
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folderAsset: yes
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assetBundleName:
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|
assetBundleVariant:
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||||||
@@ -1,37 +1,28 @@
|
|||||||
using Unity.VisualScripting;
|
using UnityEngine;
|
||||||
using UnityEngine;
|
using System.Collections;
|
||||||
using UnityEngine.EventSystems;
|
using Newtonsoft.Json.Linq;
|
||||||
|
using System.Collections.Generic;
|
||||||
public class SimulationModel : MonoBehaviour, IClickable
|
public class SimulationModel : MonoBehaviour, IClickable
|
||||||
{
|
{
|
||||||
public string modelName;
|
public string modelName;
|
||||||
public string modelType;
|
public string modelType;
|
||||||
public string modelID;
|
public string modelID;
|
||||||
|
public string nodeID;
|
||||||
private bool isQuitting = false;
|
private bool isQuitting = false;
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
FitCollider();
|
FitCollider();
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
DataManager.I.AddModel(this);
|
DataManager.I.AddModel(this);
|
||||||
|
StartCoroutine(RunSimulationCoroutine());
|
||||||
}
|
}
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
{
|
{
|
||||||
if (isQuitting) return;
|
if (isQuitting) return;
|
||||||
DataManager.I.RemoveModel(this);
|
DataManager.I.RemoveModel(this);
|
||||||
|
StopAllCoroutines();
|
||||||
}
|
}
|
||||||
void OnApplicationQuit()
|
void OnApplicationQuit()
|
||||||
{
|
{
|
||||||
@@ -56,5 +47,17 @@ public class SimulationModel : MonoBehaviour, IClickable
|
|||||||
collider.center = transform.InverseTransformPoint(bounds.center);
|
collider.center = transform.InverseTransformPoint(bounds.center);
|
||||||
collider.size = transform.InverseTransformVector(bounds.size);
|
collider.size = transform.InverseTransformVector(bounds.size);
|
||||||
}
|
}
|
||||||
|
protected virtual IEnumerator RunSimulationCoroutine()
|
||||||
|
{
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
public object GetJsonValue(JToken token, IEnumerable<string> path)
|
||||||
|
{
|
||||||
|
foreach (var key in path)
|
||||||
|
{
|
||||||
|
if (token == null) return null;
|
||||||
|
token = token[key];
|
||||||
|
}
|
||||||
|
return token;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
16
Assets/Scripts/SimulationModels/SimulationModelMove.cs
Normal file
16
Assets/Scripts/SimulationModels/SimulationModelMove.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SimulationModelMove : MonoBehaviour
|
||||||
|
{
|
||||||
|
// 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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
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@@ -0,0 +1,2 @@
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|
fileFormatVersion: 2
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|
guid: 7c7d2a01c32e4a64f85cf9f5939a5172
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16
Assets/Scripts/SimulationModels/SimulationModelProcess.cs
Normal file
16
Assets/Scripts/SimulationModels/SimulationModelProcess.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SimulationModelProcess : MonoBehaviour
|
||||||
|
{
|
||||||
|
// 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()
|
||||||
|
{
|
||||||
|
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||||||
|
}
|
||||||
|
}
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@@ -0,0 +1,2 @@
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|
fileFormatVersion: 2
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||||||
|
guid: aba16c82c8a325842b4a1397011b269f
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@@ -0,0 +1,5 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SimulationModelProduct : SimulationModel
|
||||||
|
{
|
||||||
|
}
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@@ -0,0 +1,2 @@
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|
fileFormatVersion: 2
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|
guid: 36cf0b4a042344b4f922e7d6848b38dd
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||||||
16
Assets/Scripts/SimulationModels/SimulationModelResource.cs
Normal file
16
Assets/Scripts/SimulationModels/SimulationModelResource.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SimulationModelResource : MonoBehaviour
|
||||||
|
{
|
||||||
|
// 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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b548798ad2266a14f996c9e94727c802
|
||||||
16
Assets/Scripts/SimulationModels/SimulationModelSink.cs
Normal file
16
Assets/Scripts/SimulationModels/SimulationModelSink.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SimulationModelSink : MonoBehaviour
|
||||||
|
{
|
||||||
|
// 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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f9753e37acbb67640a9223a5ff708612
|
||||||
128
Assets/Scripts/SimulationModels/SimulationModelSource.cs
Normal file
128
Assets/Scripts/SimulationModels/SimulationModelSource.cs
Normal file
@@ -0,0 +1,128 @@
|
|||||||
|
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;
|
||||||
|
public Vector3 productInterval;
|
||||||
|
//ConcurrentQueue<Dictionary<string, object>> dataQueue;
|
||||||
|
ConcurrentQueue<JObject> dataQueue;
|
||||||
|
int productCount = 0;
|
||||||
|
int defectCount = 0;
|
||||||
|
// 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()
|
||||||
|
{
|
||||||
|
int interval = 0;
|
||||||
|
if (productCount != listProducts.Count)
|
||||||
|
{
|
||||||
|
productCount = listProducts.Count;
|
||||||
|
for (int i = 0; i < productCount; i++)
|
||||||
|
{
|
||||||
|
GameObject gb = listProducts[i];
|
||||||
|
gb.transform.localPosition = productInterval * interval;
|
||||||
|
interval++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (defectCount != listDefects.Count)
|
||||||
|
{
|
||||||
|
defectCount = listDefects.Count;
|
||||||
|
for (int i = 0; i < defectCount; i++)
|
||||||
|
{
|
||||||
|
GameObject gb = listDefects[i];
|
||||||
|
gb.transform.localPosition = productInterval * interval;
|
||||||
|
interval++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
protected override IEnumerator RunSimulationCoroutine()
|
||||||
|
{
|
||||||
|
yield return new WaitUntil(() => !string.IsNullOrEmpty(nodeID));
|
||||||
|
Debug.Log(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";
|
||||||
|
var productId = GetJsonValue(currentData, new string[] { "data", "product_id" })?.ToString();
|
||||||
|
if (currentData.ContainsKey(eventKey))
|
||||||
|
{
|
||||||
|
string value = currentData[eventKey].ToString();
|
||||||
|
if (value.Contains(eventGenerateProduct))
|
||||||
|
{
|
||||||
|
Debug.Log("#### Got Product");
|
||||||
|
GameObject gb = Instantiate(productPrefab, productPos);
|
||||||
|
listProducts.Add(gb);
|
||||||
|
}
|
||||||
|
else if (value.Contains(eventGenerateDefect))
|
||||||
|
{
|
||||||
|
Debug.Log("#### Got Defect");
|
||||||
|
GameObject gb = Instantiate(defectPrefab, productPos);
|
||||||
|
listProducts.Add(gb);
|
||||||
|
}
|
||||||
|
else if (value.Contains(eventQueueProduct))
|
||||||
|
{
|
||||||
|
Debug.Log("#### Pass To Queue");
|
||||||
|
string dataKey = "data";
|
||||||
|
string queueIDKey = "queue";
|
||||||
|
string capacityKey = "queue_length";
|
||||||
|
string storeTypeKey = "queue_type";
|
||||||
|
string queueID = currentData[dataKey][queueIDKey].ToString();
|
||||||
|
int queueCapacity = int.Parse(currentData[dataKey][capacityKey].ToString());
|
||||||
|
string storeType = currentData[dataKey][storeTypeKey].ToString();
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b2c92ea944db86b48b0e0b711555ea37
|
||||||
39
Assets/Scripts/SimulationModels/SimulationModelStore.cs
Normal file
39
Assets/Scripts/SimulationModels/SimulationModelStore.cs
Normal file
@@ -0,0 +1,39 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using RTG;
|
||||||
|
public class SimulationModelStore : SimulationModel
|
||||||
|
{
|
||||||
|
public List<Transform> storePositions = new List<Transform>();
|
||||||
|
public int maxCapacity;
|
||||||
|
public List<GameObject> storedProducts = new List<GameObject>();
|
||||||
|
public string storeType = "fifo";
|
||||||
|
public void StoreProduct(GameObject product)
|
||||||
|
{
|
||||||
|
List<Transform> list = storePositions.FindAll(t => t.childCount == 0);
|
||||||
|
product.transform.parent = list[UnityEngine.Random.Range(0, list.Count)];
|
||||||
|
product.transform.localPosition = Vector3.zero;
|
||||||
|
product.transform.localRotation = Quaternion.identity;
|
||||||
|
storedProducts.Add(product);
|
||||||
|
if (storedProducts.Count > maxCapacity)
|
||||||
|
Debug.LogWarning("Max Capacity Reached on : " + nodeID);
|
||||||
|
}
|
||||||
|
public GameObject GetProduct()
|
||||||
|
{
|
||||||
|
if (storedProducts.Count == 0)
|
||||||
|
return null;
|
||||||
|
if (storeType.Contains("fifo"))
|
||||||
|
{
|
||||||
|
GameObject product = storedProducts[0];
|
||||||
|
storedProducts.Remove(product);
|
||||||
|
return product;
|
||||||
|
}
|
||||||
|
else if (storeType.Contains("lifo"))
|
||||||
|
{
|
||||||
|
GameObject product = storedProducts[storedProducts.Count - 1];
|
||||||
|
storedProducts.Remove(product);
|
||||||
|
return product;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d28be1f710820ac488733195726ded56
|
||||||
16
Assets/Scripts/SimulationModels/SimulationModelWait.cs
Normal file
16
Assets/Scripts/SimulationModels/SimulationModelWait.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SimulationModelWait : MonoBehaviour
|
||||||
|
{
|
||||||
|
// 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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f9734766c54dccd4a85b334177e791c0
|
||||||
@@ -1,20 +1,46 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine.UI;
|
||||||
public class UIBottomInventory : MonoBehaviour
|
public class UIBottomInventory : MonoBehaviour
|
||||||
{
|
{
|
||||||
public List<GameObject> inventory = new List<GameObject>();
|
public List<GameObject> inventory = new List<GameObject>();
|
||||||
public Transform context;
|
public Transform content;
|
||||||
|
public TMP_Text text;
|
||||||
|
Image img;
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
img = GetComponent<Image>();
|
||||||
|
}
|
||||||
public void LoadInventory()
|
public void LoadInventory()
|
||||||
{
|
{
|
||||||
for (int i = 0; i < context.childCount; i++)
|
for (int i = 0; i < content.childCount; i++)
|
||||||
{
|
{
|
||||||
GameObject obj = context.GetChild(i).gameObject;
|
GameObject obj = content.GetChild(i).gameObject;
|
||||||
Destroy(obj);
|
Destroy(obj);
|
||||||
}
|
}
|
||||||
for (int i = 0; i < inventory.Count; i++)
|
for (int i = 0; i < inventory.Count; i++)
|
||||||
{
|
{
|
||||||
GameObject prefab = inventory[i];
|
GameObject prefab = inventory[i];
|
||||||
Instantiate(prefab, context);
|
Instantiate(prefab, content);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public void RemoveInventory()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < content.childCount; i++)
|
||||||
|
{
|
||||||
|
GameObject obj = content.GetChild(i).gameObject;
|
||||||
|
Destroy(obj);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void OnSelect()
|
||||||
|
{
|
||||||
|
img.color = Color.red;
|
||||||
|
text.color = Color.white;
|
||||||
|
}
|
||||||
|
public void OnDeselect()
|
||||||
|
{
|
||||||
|
img.color = Color.white;
|
||||||
|
text.color = Color.black;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -21,4 +21,14 @@ public class UIButtonToggle : MonoBehaviour
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public void OnPressed()
|
||||||
|
{
|
||||||
|
onPressed?.Invoke();
|
||||||
|
isPressed = true;
|
||||||
|
}
|
||||||
|
public void OnReleased()
|
||||||
|
{
|
||||||
|
onReleased?.Invoke();
|
||||||
|
isPressed = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -38,7 +38,7 @@ namespace Octopus.Simulator
|
|||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
onLogicButtonClicked += panelLogicData.OnLogicDataSelected;
|
//onLogicButtonClicked += panelLogicData.OnLogicDataSelected;
|
||||||
onLogicButtonClicked += panelConnectedObject.OnLogicDataSelected;
|
onLogicButtonClicked += panelConnectedObject.OnLogicDataSelected;
|
||||||
onLogicButtonClicked += panelPlacedObject.OnLogicDataSelected;
|
onLogicButtonClicked += panelPlacedObject.OnLogicDataSelected;
|
||||||
panelPlacedObject.onPlacedObjectSelected += panelConnectedObject.OnLogicDataSelected;
|
panelPlacedObject.onPlacedObjectSelected += panelConnectedObject.OnLogicDataSelected;
|
||||||
|
|||||||
@@ -15,6 +15,7 @@ public class LogicMappingDataBase : MonoBehaviour
|
|||||||
{
|
{
|
||||||
mappingObjectDict.Add(name, target);
|
mappingObjectDict.Add(name, target);
|
||||||
}
|
}
|
||||||
|
target.nodeID = name;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static SimulationModel GetGameObject(string name)
|
public static SimulationModel GetGameObject(string name)
|
||||||
|
|||||||
@@ -2,11 +2,13 @@ using UnityEngine;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Collections.Concurrent;
|
using System.Collections.Concurrent;
|
||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
|
using Newtonsoft.Json.Linq;
|
||||||
|
|
||||||
public class MQTTDataBase : MonoBehaviour
|
public class MQTTDataBase : MonoBehaviour
|
||||||
{
|
{
|
||||||
public static MQTTDataBase Instance;
|
public static MQTTDataBase Instance;
|
||||||
public ConcurrentDictionary<string, ConcurrentQueue<Dictionary<string, object>>> mqttDataBase;
|
public ConcurrentDictionary<string, ConcurrentQueue<Dictionary<string, object>>> mqttDataBase;
|
||||||
|
public ConcurrentDictionary<string, ConcurrentQueue<JObject>> mqttData = new ConcurrentDictionary<string, ConcurrentQueue<JObject>>();
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -16,10 +18,32 @@ public class MQTTDataBase : MonoBehaviour
|
|||||||
|
|
||||||
public void AddDict(string key, string value)
|
public void AddDict(string key, string value)
|
||||||
{
|
{
|
||||||
var dicts = JsonConvert.DeserializeObject<Dictionary<string, object>>(value);
|
Debug.Log("#### : " + key + " : " + value);
|
||||||
|
JObject json = JObject.Parse(value);
|
||||||
|
var queue = mqttData.GetOrAdd(key, _ => new ConcurrentQueue<JObject>());
|
||||||
|
queue.Enqueue(json);
|
||||||
|
|
||||||
// 해당 key가 없으면 새 큐를 생성하고, 이미 있으면 기존 큐를 반환
|
|
||||||
var queue = mqttDataBase.GetOrAdd(key, _ => new ConcurrentQueue<Dictionary<string, object>>());
|
//var dicts = JsonConvert.DeserializeObject<Dictionary<string, object>>(value);
|
||||||
queue.Enqueue(dicts);
|
//
|
||||||
|
//// 해당 key가 없으면 새 큐를 생성하고, 이미 있으면 기존 큐를 반환
|
||||||
|
//var queue = mqttDataBase.GetOrAdd(key, _ => new ConcurrentQueue<Dictionary<string, object>>());
|
||||||
|
//queue.Enqueue(dicts);
|
||||||
|
}
|
||||||
|
//public ConcurrentQueue<Dictionary<string, object>> GetDataQueue(string id)
|
||||||
|
//{
|
||||||
|
// if (mqttDataBase.TryGetValue(id, out ConcurrentQueue<Dictionary<string, object>> dataQueue))
|
||||||
|
// {
|
||||||
|
// return dataQueue;
|
||||||
|
// }
|
||||||
|
// return null;
|
||||||
|
//}
|
||||||
|
public ConcurrentQueue<JObject> GetDataQueue(string id)
|
||||||
|
{
|
||||||
|
if (mqttData.TryGetValue(id, out ConcurrentQueue<JObject> dataQueue))
|
||||||
|
{
|
||||||
|
return dataQueue;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user