rts-sim-testing-service/message_server/sfp_ms.go

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package message_server
import (
"fmt"
"joylink.club/bj-rtsts-server/dto/state_proto"
"joylink.club/rtsssimulation/repository/model/proto"
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"strings"
"time"
"joylink.club/bj-rtsts-server/dto/data_proto"
"joylink.club/bj-rtsts-server/message_server/ms_api"
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"joylink.club/bj-rtsts-server/mqtt"
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"joylink.club/bj-rtsts-server/ts/simulation/wayside/memory"
"joylink.club/ecs"
"joylink.club/rtsssimulation/component"
"joylink.club/rtsssimulation/entity"
)
// 信号平面布置图消息服务
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func NewSfpMs(vs *memory.VerifySimulation, mapId int32) ms_api.MsgTask {
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return ms_api.NewScheduleTask(fmt.Sprintf("信号平面布置图[%d]状态", mapId), func() error {
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turnoutStates, err := collectTurnoutStates(vs, mapId)
if err != nil {
return err
}
signalStates, err := collectSignalStates(vs.World, mapId)
if err != nil {
return err
}
buttonStates, err := collectStationButtonStates(vs.World, mapId)
if err != nil {
return err
}
psdStates, err := collectPsdStates(vs.World, mapId)
if err != nil {
return err
}
sectionStates, err := collectSectionStates(vs.World, mapId)
if err != nil {
return err
}
platformStates, err := collectPlatformStates(vs.World, mapId)
if err != nil {
return err
}
trainState, err := collectTrainStates(vs)
if err != nil {
return err
}
baliseStates, err := collectBaliseStates(vs.World, mapId)
if err != nil {
return err
}
ststes := &state_proto.PushedDevicesStatus{
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All: true,
AllStatus: &state_proto.AllDevicesStatus{
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TrainState: trainState,
SwitchState: turnoutStates,
SignalState: signalStates,
ButtonState: buttonStates,
PsdState: psdStates,
SectionState: sectionStates,
PlatformState: platformStates,
BaliseState: baliseStates,
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},
}
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mqtt.GetMsgClient().PubSfpState(vs.SimulationId, mapId, ststes)
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return nil
}, 200*time.Millisecond)
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}
// 收集应答器状态
func collectBaliseStates(world ecs.World, mapId int32) ([]*state_proto.BaliseState, error) {
uidStructure := memory.QueryUidStructure[*memory.StationUidStructure](mapId)
var transponderStates []*state_proto.BaliseState
for id, structure := range uidStructure.TransponderIds {
entry, ok := entity.GetEntityByUid(world, structure.Uid)
if ok {
baliseState := &state_proto.BaliseState{
Id: id,
Telegram: component.BaliseStateType.Get(entry).ValidTelegram,
}
transponderStates = append(transponderStates, baliseState)
km := component.KmType.Get(entry)
baliseState.Km = &data_proto.KilometerSystem{
Kilometer: km.Value,
CoordinateSystem: km.CoordinateSystem,
}
if km.Direction == proto.Direction_LEFT {
baliseState.Km.Direction = data_proto.KilometerSystem_LEFT
} else if km.Direction == proto.Direction_RIGHT {
baliseState.Km.Direction = data_proto.KilometerSystem_RIGHT
}
}
}
return transponderStates, nil
}
// 收集屏蔽门状态
func collectPsdStates(world ecs.World, mapId int32) ([]*state_proto.PsdState, error) {
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uidStructure := memory.QueryUidStructure[*memory.StationUidStructure](mapId)
data := memory.QueryGiData[*data_proto.RtssGraphicStorage](mapId)
var psdStateArr []*state_proto.PsdState
for _, door := range data.ScreenDoors {
did := memory.GetMapElementId(door.Common)
uid := uidStructure.PsdIds[did].Uid
psdEntry, ok := entity.GetEntityByUid(world, uid)
if ok {
list := component.AsdListType.Get(psdEntry).List
asdStates := make([]*state_proto.AsdState, len(list))
for i, asdEntry := range list {
asdState := component.AsdStateType.Get(asdEntry)
asdStates[i] = &state_proto.AsdState{
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Code: int32(i + 1),
Kmdw: asdState.Kmdw,
Gmdw: asdState.Gmdw,
Mgj: asdState.Mgj,
}
}
psdStateArr = append(psdStateArr, &state_proto.PsdState{
Id: did,
AsdStates: asdStates,
Mgj: component.PsdStateType.Get(psdEntry).Close,
})
}
}
return psdStateArr, nil
}
// 收集区段状态
func collectSectionStates(world ecs.World, mapId int32) ([]*state_proto.SectionState, error) {
uidMap := memory.QueryMapUidMapByType(mapId, &data_proto.Section{})
var sectionArr []*state_proto.SectionState
for _, u := range uidMap {
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s := handlerSectionState(world, u.Uid)
if s == nil {
continue
}
s.Id = u.CommonId
sectionArr = append(sectionArr, s)
}
return sectionArr, nil
}
func handlerSectionState(w ecs.World, uid string) *state_proto.SectionState {
entry, ok := entity.GetEntityByUid(w, uid)
if !ok {
//fmt.Printf("id=%s的信号机不存在", uid)
return nil
}
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if entry.HasComponent(component.PhysicalSectionStateType) { //计轴区段
sectionState := &state_proto.SectionState{}
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axleState := component.PhysicalSectionStateType.Get(entry)
sectionState.Occupied = axleState.Occ
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sectionState.AxleFault = entry.HasComponent(component.AxleSectionFaultTag)
return sectionState
}
return nil
}
// 收集车站按钮状态
func collectStationButtonStates(world ecs.World, mapId int32) ([]*state_proto.ButtonState, error) {
// 获取地图上的按钮状态
uidMap := memory.QueryMapUidMapByType(mapId, &data_proto.EsbButton{})
var btnStateArr []*state_proto.ButtonState
for _, u := range uidMap {
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entry, ok := entity.GetEntityByUid(world, u.Uid)
if !ok {
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return nil, fmt.Errorf("ESB按钮实体不存在: World id=%d, uid=%s", world.Id(), u.Uid)
}
if entry.HasComponent(component.ButtonTag) { // 按钮
bit := component.BitStateType.Get(entry)
btnStateArr = append(btnStateArr, &state_proto.ButtonState{Id: u.CommonId, Down: bit.Val})
}
}
return btnStateArr, nil
}
// 收集信号机状态
func collectSignalStates(world ecs.World, mapId int32) ([]*state_proto.SignalState, error) {
uidMap := memory.QueryMapUidMapByType(mapId, &data_proto.Signal{})
var signalArr []*state_proto.SignalState
for _, u := range uidMap {
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s, err := handlerSignalState(world, u.Uid)
if err != nil {
return nil, err
}
s.Id = u.CommonId
signalArr = append(signalArr, s)
}
return signalArr, nil
}
func handlerSignalState(w ecs.World, uid string) (*state_proto.SignalState, error) {
entry, ok := entity.GetEntityByUid(w, uid)
if !ok {
return nil, fmt.Errorf("信号机不存在: World id=%d, 信号机id=%s", w.Id(), uid)
}
if !entry.HasComponent(component.SignalLightsType) { //信号机灯列表
return nil, fmt.Errorf("信号机没有SignalLights组件: World id=%d, 信号机id=%s", w.Id(), uid)
}
signalState := &state_proto.SignalState{}
lights := component.SignalLightsType.Get(entry)
isL := false
isH := false
isU := false
isA := false
isB := false
for _, light := range lights.Lights {
switch {
case light.HasComponent(component.LdTag):
isL = component.BitStateType.Get(light).Val
case light.HasComponent(component.HdTag):
isH = component.BitStateType.Get(light).Val
case light.HasComponent(component.UdTag):
isU = component.BitStateType.Get(light).Val
case light.HasComponent(component.BdTag):
isB = component.BitStateType.Get(light).Val
case light.HasComponent(component.AdTag):
isA = component.BitStateType.Get(light).Val
}
}
if isH && isU {
signalState.Aspect = state_proto.Signal_HU
} else {
switch {
case isL:
signalState.Aspect = state_proto.Signal_L
case isH:
signalState.Aspect = state_proto.Signal_H
case isU:
signalState.Aspect = state_proto.Signal_U
case isB:
signalState.Aspect = state_proto.Signal_B
case isA:
signalState.Aspect = state_proto.Signal_A
}
}
return signalState, nil
}
// 收集列车状态
func collectTrainStates(vs *memory.VerifySimulation) ([]*state_proto.TrainMapState, error) {
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allTrainMap := &vs.Memory.Status.TrainStateMap
var trainArr []*state_proto.TrainMapState
allTrainMap.Range(func(_, v any) bool {
trainArr = append(trainArr, convertTrainState(v.(*state_proto.TrainState)))
return true
})
return trainArr, nil
}
func convertTrainState(v *state_proto.TrainState) *state_proto.TrainMapState {
t := &state_proto.TrainMapState{
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Id: v.Id,
Up: v.Up,
InitialSpeed: v.Speed,
TrainLength: v.TrainLength,
Show: v.Show,
HeadDeviceId: v.HeadDeviceId,
HeadOffset: v.HeadOffset,
DevicePort: v.DevicePort,
PointTo: v.PointTo,
RunDirection: v.RunDirection,
HeadDirection: v.HeadDirection,
TrainKilometer: v.TrainKilometer,
ControlDelayTime: v.ControlDelayTime,
WheelDiameter: v.WheelDiameter,
// 动力学
DynamicHeartbeat: v.DynamicState.Heartbeat,
HeadLinkId: v.DynamicState.HeadLinkId,
HeadLinkOffset: v.DynamicState.HeadLinkOffset,
TailLinkId: v.DynamicState.TailLinkId,
TailLinkOffset: v.DynamicState.TailLinkOffset,
OccupiedLinkIndex: v.DynamicState.OccupiedLinkIndex,
Slope: v.DynamicState.Slope,
Upslope: v.DynamicState.Upslope,
RunningUp: v.DynamicState.RunningUp,
RunningResistanceSum: v.DynamicState.RunningResistanceSum,
AirResistance: v.DynamicState.AirResistance,
RampResistance: v.DynamicState.RampResistance,
CurveResistance: v.DynamicState.CurveResistance,
Speed: v.DynamicState.Speed,
HeadSensorSpeed1: v.DynamicState.HeadSensorSpeed1,
HeadSensorSpeed2: v.DynamicState.HeadSensorSpeed2,
TailSensorSpeed1: v.DynamicState.TailSensorSpeed1,
TailSensorSpeed2: v.DynamicState.TailSensorSpeed2,
HeadRadarSpeed: v.DynamicState.HeadRadarSpeed,
TailRadarSpeed: v.DynamicState.TailRadarSpeed,
DynamicInterruption: v.DynamicState.UdpInterruption,
Acceleration: v.DynamicState.Acceleration,
// 半实物
VobcLifeSignal: v.VobcState.LifeSignal,
Tc1Active: v.VobcState.Tc1Active,
Tc2Active: v.VobcState.Tc2Active,
DirectionForward: v.VobcState.DirectionForward,
DirectionBackward: v.VobcState.DirectionBackward,
TractionStatus: v.VobcState.TractionStatus,
BrakingStatus: v.VobcState.BrakingStatus,
EmergencyBrakingStatus: v.VobcState.EmergencyBrakingStatus,
TurnbackStatus: v.VobcState.TurnbackStatus,
JumpStatus: v.VobcState.JumpStatus,
Ato: v.VobcState.Ato,
Fam: v.VobcState.Fam,
Cam: v.VobcState.Cam,
TractionSafetyCircuit: v.VobcState.TractionSafetyCircuit,
ParkingBrakeStatus: v.VobcState.ParkingBrakeStatus,
MaintainBrakeStatus: v.VobcState.MaintainBrakeStatus,
TractionForce: v.VobcState.TractionForce,
BrakeForce: v.VobcState.BrakeForce,
TrainLoad: v.VobcState.TrainLoad,
LeftDoorOpenCommand: v.VobcState.LeftDoorOpenCommand,
RightDoorOpenCommand: v.VobcState.RightDoorOpenCommand,
LeftDoorCloseCommand: v.VobcState.LeftDoorCloseCommand,
RightDoorCloseCommand: v.VobcState.RightDoorCloseCommand,
AllDoorClose: v.VobcState.AllDoorClose,
VobcInterruption: v.VobcState.UdpInterruption,
}
return t
}
// 收集道岔状态
func collectTurnoutStates(sim *memory.VerifySimulation, mapId int32) ([]*state_proto.SwitchState, error) {
uidMap := memory.QueryMapUidMapByType(mapId, &data_proto.Turnout{})
wd := entity.GetWorldData(sim.World)
var switchArr []*state_proto.SwitchState
for _, u := range uidMap {
entry, ok := entity.GetEntityByUid(sim.World, u.Uid)
if !ok {
return nil, fmt.Errorf("道岔不存在: World id=%d,道岔id=%s", sim.World.Id(), u.Uid)
}
if !entry.HasComponent(component.TurnoutPositionType) {
return nil, fmt.Errorf("道岔没有TurnoutPosition组件: World id=%d,道岔id=%s", sim.World.Id(), u.Uid)
}
pos := component.TurnoutPositionType.Get(entry)
s := &state_proto.SwitchState{
Id: u.CommonId,
Normal: pos.Db,
Reverse: pos.Fb,
Dw: pos.Dw,
Fw: pos.Fw,
}
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// 强制(联锁驱动无效)
s.Force = entry.HasComponent(component.TurnoutFaultCiqdType)
// 失表
s.Sb = entry.HasComponent(component.TurnoutFaultSbType)
// 定位失表
s.Dwsb = entry.HasComponent(component.TurnoutFaultDwsbType)
// 反位失表
s.Fwsb = entry.HasComponent(component.TurnoutFaultFwsbType)
jc := false
zzj := component.TurnoutZzjType.Get(entry)
for _, e := range zzj.ZzjList {
if e.HasComponent(component.TurnoutFaultJcType) {
jc = true
break
}
}
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// 挤岔
s.Jc = jc
if entry.HasComponent(component.Zdj9TwoElectronicType) {
elec := component.Zdj9TwoElectronicType.Get(entry)
dcj := component.BitStateType.Get(elec.TDC_DCJ)
s.Dc = dcj.Val
qdc, err := wd.QueryQdBit(component.UidType.Get(elec.TDC_DCJ).Id)
if err == nil {
s.Qdc = qdc
}
fcj := component.BitStateType.Get(elec.TDC_FCJ)
s.Fc = fcj.Val
qfc, err := wd.QueryQdBit(component.UidType.Get(elec.TDC_FCJ).Id)
if err == nil {
s.Qfc = qfc
}
ycj := component.BitStateType.Get(elec.TDC_YCJ)
s.Yc = ycj.Val
qyc, err := wd.QueryQdBit(component.UidType.Get(elec.TDC_YCJ).Id)
if err == nil {
s.Qyc = qyc
}
}
// 查看道岔是否被占用
turnout := sim.Repo.FindTurnout(u.Uid)
if turnout == nil {
return nil, fmt.Errorf("道岔不存在: World id=%d,道岔id=%s", sim.World.Id(), u.Uid)
}
if turnout.GetPhysicalSection() == nil {
return nil, fmt.Errorf("道岔关联的物理区段不存在: World id=%d,道岔id=%s", sim.World.Id(), u.Uid)
}
sectionState := handlerSectionState(sim.World, turnout.GetPhysicalSection().Id())
s.Occupied = sectionState.Occupied
switchArr = append(switchArr, s)
}
return switchArr, nil
}
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// 收集站台状态
func collectPlatformStates(world ecs.World, mapId int32) ([]*state_proto.PlatformState, error) {
var states []*state_proto.PlatformState
mapData := memory.QueryGiData[*data_proto.RtssGraphicStorage](mapId)
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uidsMap := memory.QueryUidStructure[*memory.StationUidStructure](mapId)
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platformScreenDoorMap := wrapScreenDoorToPlatform(mapData)
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for _, platform := range mapData.Platforms {
pid := memory.GetMapElementId(platform.Common)
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stationCommonId := platform.RefStationId
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if stationCommonId == 0 {
return nil, fmt.Errorf("站台没有绑定车站:id=%v", pid)
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}
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uidInfo := uidsMap.StationIds[stationCommonId]
if uidInfo == nil {
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return nil, fmt.Errorf("车站实体不存在uid映射:id=%v", stationCommonId)
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}
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entry, ok := entity.GetEntityByUid(world, uidInfo.Uid)
if !ok {
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return nil, fmt.Errorf("车站实体不存在: World id=%d, uid=%s", world.Id(), uidInfo.Uid)
}
sta := &state_proto.PlatformState{Id: pid}
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isX := strings.Contains(platform.Code, "下行站台") //下行站台
if entry.HasComponent(component.EmpElectronicType) { // 紧急停车继电器
empElectronic := component.EmpElectronicType.Get(entry)
deviceElectronic := empElectronic.EMPJMap[platform.GetRefEsbRelayCode()]
if deviceElectronic != nil {
sta.Empj = getRelayXqVal(deviceElectronic.EMPJ)
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}
}
if entry.HasComponent(component.SpkElectronicType) { // SPKS继电器
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spkElectronic := component.SpkElectronicType.Get(entry)
if isX {
sta.SpksState = append(sta.SpksState, &state_proto.ReplyState{Code: "SPKSX旁路", Xh: getRelayXqVal(spkElectronic.SPKSXPLAJ)})
sta.SpksState = append(sta.SpksState, &state_proto.ReplyState{Code: "SPKS1", Xh: getRelayXqVal(spkElectronic.SPKSX1J)})
sta.SpksState = append(sta.SpksState, &state_proto.ReplyState{Code: "SPKS3", Xh: getRelayXqVal(spkElectronic.SPKSX3J)})
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} else {
sta.SpksState = append(sta.SpksState, &state_proto.ReplyState{Code: "SPKSS旁路", Xh: getRelayXqVal(spkElectronic.SPKSSPLAJ)})
sta.SpksState = append(sta.SpksState, &state_proto.ReplyState{Code: "SPKS2", Xh: getRelayXqVal(spkElectronic.SPKSS2J)})
sta.SpksState = append(sta.SpksState, &state_proto.ReplyState{Code: "SPKS4", Xh: getRelayXqVal(spkElectronic.SPKSS4J)})
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}
}
psdId := platformScreenDoorMap[pid]
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if psdId != 0 {
psdUid, ok := uidsMap.PsdIds[psdId]
if !ok {
continue
}
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psdEntry, ok := entity.GetEntityByUid(world, psdUid.Uid)
if !ok {
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return nil, fmt.Errorf("屏蔽门实体不存在: World id=%d, uid=%s", world.Id(), psdUid.Uid)
}
if psdEntry.HasComponent(component.PlatformMkxCircuitType) {
mkxCircuit := component.PlatformMkxCircuitType.Get(psdEntry)
mkxj := &state_proto.MkxJState{Code: psdUid.Code}
if mkxCircuit.PABJ != nil {
mkxj.ReplyState = append(mkxj.ReplyState, &state_proto.ReplyState{Code: "站台确认继电器", Xh: getRelayXqVal(mkxCircuit.PABJ)})
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}
if mkxCircuit.PCBJ != nil {
mkxj.ReplyState = append(mkxj.ReplyState, &state_proto.ReplyState{Code: "站台关门继电器", Xh: getRelayXqVal(mkxCircuit.PCBJ)})
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}
if mkxCircuit.POBJ != nil {
mkxj.ReplyState = append(mkxj.ReplyState, &state_proto.ReplyState{Code: "站台开门继电器", Xh: getRelayXqVal(mkxCircuit.POBJ)})
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}
sta.MkxJState = mkxj
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}
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}
states = append(states, sta)
}
return states, nil
}
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// 将屏蔽门关联到站台
func wrapScreenDoorToPlatform(mapData *data_proto.RtssGraphicStorage) map[uint32]uint32 {
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platformMap := make(map[uint32]uint32, len(mapData.Platforms))
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for _, s := range mapData.ScreenDoors {
platformMap[s.RefPlatformId] = memory.GetMapElementId(s.Common)
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}
return platformMap
}
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// 获取继电器吸起状态
func getRelayXqVal(entry *ecs.Entry) bool {
relay := component.BitStateType.Get(entry)
return relay.Val
}