Files
Simulation/Assets/Scripts/SimulationModels/SimulationModelSource.cs
2025-05-26 18:06:25 +09:00

129 lines
4.9 KiB
C#

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;
}
}