Files
Simulation/Assets/Scripts/SimulationModels/SimulationModelProcess.cs
2025-07-30 10:55:55 +09:00

520 lines
17 KiB
C#
Raw Blame History

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;
using Cysharp.Threading.Tasks;
using Octopus.Simulator;
[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;
public string queue_name;
public int queue_length;
}
[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_output_store
{
public string processor_id;
public string store_name;
public int store_length;
public int products_added;
}
[Serializable]
public class ProcessDataClass_waiting
{
public string processor_id;
public int missing;
}
[Serializable]
public class ProcessDataClass_ResourceAcquired
{
public string processor_id;
public string resource_name;
}
[Serializable]
public class ProcessDataClass_statistics
{
public StatisticsProcess statistics;
}
[Serializable]
public class StatisticsProcess
{
public int total_input;
public int total_processed;
}
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;
public SimulationModelResource resource;
int productCount = 0;
float processTime = 0;
float elapsedTime = 0;
ConcurrentQueue<JObject> dataQueue;
bool startBatch = false;
Action AnimationAction_Start;
Action AnimationAction_End;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
var animator = GetComponentInChildren<ActionAnimator>();
if ( animator != null)
{
AnimationAction_Start += animator.AnimationStart;
AnimationAction_End += animator.AnimationEnd;
}
}
/*
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;
}
*/
private void SetUsingQueue(ProcessDataClass_using_queue data)
{
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++)
{
GameObject product = null;
product = ProductManager.Instance.SpawnProduct();
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 = ProductManager.Instance.SpawnProduct();
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();
AnimationAction_Start?.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 = listProducts[0];
//storeModel.StoreProduct(product);
listProducts.Remove(product);
Destroy(product);
}
else
{
//Debug.LogWarning("Trying to unload from empty transporter : " + nodeID);
}
}
AnimationAction_End?.Invoke();
}
private void DefectToQueue(ProcessDataClass_defects_detected data)
{
string queueID = data.queue_name;
int productCount = data.defect_count;
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);
Destroy(product);
}
else
{
Debug.LogWarning("Trying to unload from empty transporter : " + nodeID);
}
}
AnimationAction_End?.Invoke();
}
private void OutputToStore(ProcessDataClass_output_store data)
{
string queueID = data.store_name;
int productCount = data.products_added;
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);
Destroy(product);
}
else
{
Debug.LogWarning("Trying to unload from empty transporter : " + nodeID);
}
}
AnimationAction_End?.Invoke();
}
private void ResourceAcquired(ProcessDataClass_ResourceAcquired data)
{
resource = DataManager.I.GetModel(data.resource_name) as SimulationModelResource;
//resource.gameObject.SetActive(true);
AnimationAction_Start?.Invoke();
}
private void ResourceReleased()
{
if (resource)
{
//resource.gameObject.SetActive(false);
resource = null;
}
AnimationAction_End?.Invoke();
}
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_output_store":
OutputToStore(message.data.ToObject<ProcessDataClass_output_store>());
return;
case "processor_defects_detected":
DefectToQueue(message.data.ToObject<ProcessDataClass_defects_detected>());
return;
case "processor_output_defect_store":
OutputToStore(message.data.ToObject<ProcessDataClass_output_store>());
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($"{this.nodeID} release {this.resource.nodeID} ");
ResourceReleased();
return;
case "processor_statistics_update":
SetBubble(message.data.ToObject<ProcessDataClass_statistics>().statistics);
break;
default:
//Debug.Log($"{message._event} does not match any case!!!");
return;
}
}
public override void SetBubble(object data)
{
var processStatistics = data as StatisticsProcess;
string msg = $"{processStatistics.total_input}/{processStatistics.total_processed}";
if (currentBubble == null)
{
// <20><><EFBFBD><EFBFBD>
currentBubble = Instantiate(bubbleUIPrefab, FindAnyObjectByType<Canvas_Bubble>().transform);
currentBubble.target = DataBubbleSocket;
currentBubble.worldOffset = new Vector3(0, 0, 0); // <20>ʿ信 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
currentBubble.GetComponent<RectTransform>().SetAsFirstSibling();
}
// <20>ؽ<EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
currentBubble.SetMessage(msg);
currentBubble.SetDetail(processStatistics,logicType.processor, LogicUIManager.instance.GetItemLabelByID(nodeID));
}
}