add resources
add worker fix process logic
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m_SourcePrefab: {fileID: 100100000, guid: 833301315fc1d5c4a9491e83f423994b, type: 3}
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m_PrefabAsset: {fileID: 0}
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|
||||
@@ -1,9 +1,73 @@
|
||||
using System;
|
||||
using Newtonsoft.Json;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class ResourceInfo
|
||||
{
|
||||
public string resource_name;
|
||||
public int capacity;
|
||||
public float speed_factor;
|
||||
public int? breakdown_interval;
|
||||
public int? repair_time;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class ResourceStatus
|
||||
{
|
||||
public string resource_name;
|
||||
public int requesters;
|
||||
public int claimers;
|
||||
public int available;
|
||||
public int capacity;
|
||||
public float utilization;
|
||||
public float occupancy;
|
||||
public int broken_units;
|
||||
public float speed_factor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public class SimulationModelResource : SimulationModel
|
||||
{
|
||||
ResourceInfo info;
|
||||
ResourceStatus currentStatus;
|
||||
|
||||
private void Message_Initialized(ResourceInfo data)
|
||||
{
|
||||
this.info = data;
|
||||
|
||||
this.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void Message_Status_Updted(ResourceStatus data)
|
||||
{
|
||||
this.currentStatus = data;
|
||||
}
|
||||
|
||||
public override void GetData(string data)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
var message = JsonConvert.DeserializeObject<BaseJson>(data);
|
||||
|
||||
switch (message._event)
|
||||
{
|
||||
case "resource_initialized":
|
||||
Message_Initialized(message.data.ToObject<ResourceInfo>());
|
||||
|
||||
return;
|
||||
|
||||
case "resource_status_update":
|
||||
Message_Status_Updted(message.data.ToObject<ResourceStatus>());
|
||||
|
||||
return;
|
||||
|
||||
default:
|
||||
|
||||
return;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace Octopus.Simulator
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
private void Awake()
|
||||
{
|
||||
logicWindow = this.gameObject;
|
||||
LogicPrefab = Resources.Load<Button>($"{UIPrefabPath}/{nameof(LogicPrefab)}");
|
||||
LinePrefab = Resources.Load<Image>($"{UIPrefabPath}/{nameof(LinePrefab)}");
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ using Newtonsoft.Json;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using Octopus.Simulator.Networks;
|
||||
|
||||
#pragma warning disable CS8618
|
||||
#nullable enable
|
||||
namespace Octopus.Simulator
|
||||
{
|
||||
|
||||
@@ -62,6 +62,8 @@ namespace Octopus.Simulator.Networks
|
||||
|
||||
public void SubscribeTopic(string topic)
|
||||
{
|
||||
Debug.Log($"Try Subscribe {topic}");
|
||||
|
||||
client.AddTopicAlias(topic);
|
||||
|
||||
client.CreateSubscriptionBuilder(topic)
|
||||
|
||||
@@ -28,14 +28,6 @@ namespace Octopus.Simulator
|
||||
|
||||
WebManager.Instance.Reqeust<ProjectInfoData>(reqeustURL, RequestType.GET, ProjectInfoCallback);
|
||||
|
||||
//WebManager.Instance.Request_Get(reqeustURL, (flag, value) =>
|
||||
//{
|
||||
// if (flag)
|
||||
// {
|
||||
// var info = JsonConvert.DeserializeObject<ProjectInfo>(value);
|
||||
// SetText(info.data.name);
|
||||
// }
|
||||
//});
|
||||
}
|
||||
|
||||
public void ProjectInfoCallback(ProjectInfoData response)
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using Newtonsoft.Json.Linq;
|
||||
|
||||
[Serializable]
|
||||
public class SimulationDefaultJson
|
||||
@@ -10,3 +11,14 @@ public class SimulationDefaultJson
|
||||
public string component_id;
|
||||
public object data;
|
||||
}
|
||||
|
||||
|
||||
[Serializable]
|
||||
public class BaseJson
|
||||
{
|
||||
public string type;
|
||||
public string _event;
|
||||
public string component_type;
|
||||
public string component_id;
|
||||
public JToken? data;
|
||||
}
|
||||
@@ -8,6 +8,7 @@ using System.Collections.Concurrent;
|
||||
using Octopus.Simulator.Networks;
|
||||
using Best.HTTP.SecureProtocol.Org.BouncyCastle.Asn1.Pkcs;
|
||||
|
||||
#pragma warning disable CS8632
|
||||
public class SimulationModelConveyor : SimulationModel
|
||||
{
|
||||
Vector3 startPosition;
|
||||
|
||||
@@ -6,6 +6,7 @@ using System.Collections.Generic;
|
||||
using UnityEngine.Events;
|
||||
using Octopus.Simulator.Networks;
|
||||
using Newtonsoft.Json;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
[Serializable]
|
||||
public class ProcessDataClass_start
|
||||
@@ -126,6 +127,14 @@ public class ProcessDataClass_waiting
|
||||
public int missing;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
|
||||
public class ProcessDataClass_ResourceAcquired
|
||||
{
|
||||
public string processor_id;
|
||||
public string resource_name;
|
||||
}
|
||||
|
||||
public class SimulationModelProcess : SimulationModel
|
||||
{
|
||||
public string eventUsingQueue = "processor_using_queue";
|
||||
@@ -136,6 +145,7 @@ public class SimulationModelProcess : SimulationModel
|
||||
public Transform productPos;
|
||||
public UnityEvent onProcessStart;
|
||||
public UnityEvent onProcessEnd;
|
||||
public SimulationModelResource resource;
|
||||
int productCount = 0;
|
||||
float processTime = 0;
|
||||
float elapsedTime = 0;
|
||||
@@ -150,13 +160,7 @@ public class SimulationModelProcess : SimulationModel
|
||||
// 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()
|
||||
@@ -265,92 +269,129 @@ public class SimulationModelProcess : SimulationModel
|
||||
}
|
||||
*/
|
||||
|
||||
public override void GetData(string data)
|
||||
private void SetUsingQueue(ProcessDataClass_using_queue data)
|
||||
{
|
||||
var wrapclass = JsonConvert.DeserializeObject<SimulationDefaultJson>(data);
|
||||
if (wrapclass._event.Contains(eventUsingQueue))
|
||||
string queueID = data.queue_name;
|
||||
int loadCount = data.required_items;
|
||||
SimulationModel model = DataManager.I.GetModel(queueID);
|
||||
SimulationModelStore storeModel = model.GetComponent<SimulationModelStore>();
|
||||
for (int i = 0; i < loadCount; i++)
|
||||
{
|
||||
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();
|
||||
|
||||
product.transform.parent = productPos;
|
||||
product.transform.localPosition = Vector3.zero;
|
||||
product.transform.localRotation = Quaternion.identity;
|
||||
listProducts.Add(product);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
private void SetUsingStore(ProcessDataClass_using_store data)
|
||||
{
|
||||
string queueID = data.store_name;
|
||||
int loadCount = data.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();
|
||||
|
||||
product.transform.parent = productPos;
|
||||
product.transform.localPosition = Vector3.zero;
|
||||
product.transform.localRotation = Quaternion.identity;
|
||||
listProducts.Add(product);
|
||||
}
|
||||
}
|
||||
|
||||
private void BatchStarted(ProcessDataClass_batch_started data)
|
||||
{
|
||||
int productCount = data.product_count;
|
||||
processTime = data.processing_time;
|
||||
elapsedTime = 0;
|
||||
startBatch = true;
|
||||
onProcessStart?.Invoke();
|
||||
}
|
||||
|
||||
private void OutputToQueue(ProcessDataClass_output_queue data)
|
||||
{
|
||||
string queueID = data.queue_name;
|
||||
int productCount = data.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 = 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);
|
||||
GameObject product = listProducts[0];
|
||||
storeModel.StoreProduct(product);
|
||||
listProducts.Remove(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++)
|
||||
else
|
||||
{
|
||||
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);
|
||||
}
|
||||
Debug.LogWarning("Trying to unload from empty transporter : " + nodeID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ResourceAcquired(ProcessDataClass_ResourceAcquired data)
|
||||
{
|
||||
resource = DataManager.I.GetModel(data.resource_name) as SimulationModelResource;
|
||||
resource.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
private void ResourceReleased()
|
||||
{
|
||||
resource.gameObject.SetActive(false);
|
||||
resource = null;
|
||||
}
|
||||
|
||||
public override void GetData(string data)
|
||||
{
|
||||
var message = JsonConvert.DeserializeObject<BaseJson>(data);
|
||||
|
||||
switch (message._event)
|
||||
{
|
||||
case "processor_using_queue":
|
||||
SetUsingQueue(message.data.ToObject<ProcessDataClass_using_queue>());
|
||||
Debug.Log($"{this.nodeID}");
|
||||
return;
|
||||
|
||||
case "processor_using_store":
|
||||
SetUsingStore(message.data.ToObject<ProcessDataClass_using_store>());
|
||||
return;
|
||||
|
||||
case "processor_batch_started":
|
||||
BatchStarted(message.data.ToObject<ProcessDataClass_batch_started>());
|
||||
Debug.Log($"{this.nodeID} started batch");
|
||||
return;
|
||||
|
||||
case "processor_output_queue":
|
||||
OutputToQueue(message.data.ToObject<ProcessDataClass_output_queue>());
|
||||
return;
|
||||
|
||||
case "processor_resource_acquired":
|
||||
ResourceAcquired(message.data.ToObject<ProcessDataClass_ResourceAcquired>());
|
||||
Debug.Log($"{this.nodeID} acquired {message.data.ToObject<ProcessDataClass_ResourceAcquired>().resource_name}");
|
||||
return;
|
||||
|
||||
case "processor_resource_released":
|
||||
Debug.Log($"{this.nodeID} release event");
|
||||
Debug.Log($"{this.nodeID} release {this.resource.nodeID} ");
|
||||
ResourceReleased();
|
||||
|
||||
return;
|
||||
|
||||
default:
|
||||
|
||||
Debug.Log($"{message._event} does not match any case!!!");
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -60,7 +60,7 @@ namespace UVC.Networks
|
||||
return;
|
||||
}
|
||||
webManager = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
//DontDestroyOnLoad(gameObject);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
_webConfigLoader.LoadFromResources(_webConfigResourcePath);
|
||||
@@ -79,24 +79,20 @@ namespace UVC.Networks
|
||||
//별도의 Data Content 가 없을 경우 reqeustURL 과 callback 등 만을 parameter로 넘기면 됨
|
||||
public void Reqeust<T>(string requestURL, RequestType type , Action<T> callback, object json = null)
|
||||
{
|
||||
if ( json == null)
|
||||
{
|
||||
RequestAsync<T>(requestURL, type)
|
||||
.ContinueWith(result => callback?.Invoke(result))
|
||||
.Forget();
|
||||
}
|
||||
else if ( json != null)
|
||||
{
|
||||
var data = JsonConvert.SerializeObject(json);
|
||||
string data = "";
|
||||
|
||||
RequestAsync<T>(requestURL, type, data)
|
||||
if ( json != null)
|
||||
{
|
||||
data = JsonConvert.SerializeObject(json);
|
||||
}
|
||||
|
||||
RequestAsync<T>(requestURL, type, data)
|
||||
.ContinueWith(result => callback?.Invoke(result))
|
||||
.Forget();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private async UniTask<T> RequestAsync<T>(string requestURL, RequestType type, string json = "")
|
||||
private async UniTask<T> RequestAsync<T>(string requestURL, RequestType type, string json)
|
||||
{
|
||||
string fullUrl = _webConfigLoader.BaseUrl + requestURL;
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@ using Best.MQTT.Packets.Utils;
|
||||
using Best.MQTT.Transports;
|
||||
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
@@ -295,12 +296,14 @@ namespace Best.MQTT
|
||||
throw new ArgumentNullException(nameof(topicName));
|
||||
|
||||
if (this.State != ClientStates.Connected)
|
||||
throw new Exception("Can add an alias only when connected!");
|
||||
throw new Exception($"{topicName} Can add an alias only when connected!");
|
||||
|
||||
UInt16 aliases = this.Session.ClientTopicAliasMapping.Count();
|
||||
if (aliases >= this.NegotiatedOptions.ServerOptions.TopicAliasMaximum)
|
||||
throw new Exception($"Can't add more alias, already reached the server's Topic Alias Maximum setting ({this.NegotiatedOptions.ServerOptions.TopicAliasMaximum})!");
|
||||
|
||||
|
||||
|
||||
this.Session.ClientTopicAliasMapping.Add(topicName, this.NegotiatedOptions.ServerOptions.TopicAliasMaximum);
|
||||
}
|
||||
|
||||
|
||||