【修改IBP灯归属逻辑】
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parent
1ca573c054
commit
7c539309a4
@ -13,16 +13,16 @@ import (
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func ChangeIBPButtonState(sim *VerifySimulation, mapId int32, stationId, btnCode string, pressDown bool) {
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stationUid := QueryUidByMidAndComId(mapId, stationId, &graphicData.Station{})
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if pressDown {
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fi.PressDownButton(sim.World, stationUid+"_"+btnCode)
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fi.PressDownButton(sim.World, stationUid+"_button_"+btnCode)
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} else {
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fi.PressUpButton(sim.World, stationUid+"_"+btnCode)
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fi.PressUpButton(sim.World, stationUid+"_button_"+btnCode)
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}
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}
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// 操作IBP按钮
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func ChangeIBPKeyState(sim *VerifySimulation, mapId int32, stationId, keyCode string, gear int32) {
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stationUid := QueryUidByMidAndComId(mapId, stationId, &graphicData.Station{})
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fi.SwitchKeyGear(sim.World, stationUid+"_"+keyCode, gear)
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fi.SwitchKeyGear(sim.World, stationUid+"_key_"+keyCode, gear)
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}
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// 获取仿真车站按钮状态,前端推送
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@ -36,7 +36,7 @@ func GetMapAllIBPState(sim *VerifySimulation, mapId int32, stationId, ibpMapCode
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stationUid := QueryUidByMidAndComId(mapId, stationId, &graphicData.Station{})
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ibpStorage := getStorageIBPMapData(ibpMapCode)
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for _, data := range ibpStorage.IbpButtons { // 按钮
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entry, ok := entity.GetEntityByUid(sim.World, stationUid+"_"+data.Code)
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entry, ok := entity.GetEntityByUid(sim.World, stationUid+"_button_"+data.Code)
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if !ok {
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continue
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}
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@ -45,7 +45,7 @@ func GetMapAllIBPState(sim *VerifySimulation, mapId int32, stationId, ibpMapCode
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}
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}
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for _, data := range ibpStorage.IbpAlarms { // 报警器
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entry, ok := entity.GetEntityByUid(sim.World, stationUid+"_"+data.Code)
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entry, ok := entity.GetEntityByUid(sim.World, stationUid+"_alarm_"+data.Code)
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if !ok {
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continue
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}
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@ -57,7 +57,7 @@ func GetMapAllIBPState(sim *VerifySimulation, mapId int32, stationId, ibpMapCode
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}
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}
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for _, data := range ibpStorage.IbpLights { // 指示灯
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entry, ok := entity.GetEntityByUid(sim.World, stationUid+"_"+data.Code)
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entry, ok := entity.GetEntityByUid(sim.World, stationUid+"_light_"+data.Code)
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if !ok {
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continue
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}
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@ -69,7 +69,7 @@ func GetMapAllIBPState(sim *VerifySimulation, mapId int32, stationId, ibpMapCode
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}
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}
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for _, data := range ibpStorage.IbpKeys { // 钥匙
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entry, ok := entity.GetEntityByUid(sim.World, stationUid+"_"+data.Code)
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entry, ok := entity.GetEntityByUid(sim.World, stationUid+"_key_"+data.Code)
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if !ok {
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continue
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}
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@ -113,9 +113,6 @@ func CreateSimulation(projectId int32, mapIds []int32) (*VerifySimulation, error
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}
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repo = newRepo
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}
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// 目前用本地构建状态
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worldMemory := NewWaysideMemory()
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initWorldDeviceState(worldMemory.Status, repo)
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// 构建所有UID映射关系,
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allUidMap := buildRepositoryAllUidsMap(mapIds, repo)
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//创建仿真
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@ -125,7 +122,7 @@ func CreateSimulation(projectId int32, mapIds []int32) (*VerifySimulation, error
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verifySimulation := &VerifySimulation{
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MapIds: mapIds,
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ProjectId: projectId,
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Memory: worldMemory,
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Memory: NewWaysideMemory(),
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Repo: repo,
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World: w,
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WorldId: w.Id(),
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@ -823,7 +820,7 @@ func handlerIBPDeviceToStation(station *proto.Station, repo *proto.Repository, i
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buttonType = proto.Button_Reset_Press
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}
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b := &proto.Button{
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Id: station.Id + "_" + data.Code,
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Id: station.Id + "_button_" + data.Code,
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Code: data.Code,
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ButtonType: buttonType,
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HasLight: data.HasLight,
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@ -836,7 +833,7 @@ func handlerIBPDeviceToStation(station *proto.Station, repo *proto.Repository, i
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}
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for _, data := range storage.IbpKeys { // 钥匙
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b := &proto.Key{
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Id: station.Id + "_" + data.Code,
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Id: station.Id + "_key_" + data.Code,
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Code: data.Code,
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Gear: 2,
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}
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@ -848,7 +845,7 @@ func handlerIBPDeviceToStation(station *proto.Station, repo *proto.Repository, i
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}
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for _, data := range storage.IbpAlarms { // 报警器
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b := &proto.Alarm{
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Id: station.Id + "_" + data.Code,
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Id: station.Id + "_alarm_" + data.Code,
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Code: data.Code,
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}
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deviceMap[data.Common.Id] = &proto.ElectronicComponent{
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@ -857,22 +854,37 @@ func handlerIBPDeviceToStation(station *proto.Station, repo *proto.Repository, i
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}
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repo.Alarms = append(repo.Alarms, b)
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}
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for _, data := range storage.IbpLights { // 指示灯
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empGroup := &proto.ElectronicGroup{Code: "EMP"}
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spksGroup := &proto.ElectronicGroup{Code: "SPKS"}
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for _, data := range storage.IbpLights { // 指示灯,
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b := &proto.Light{
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Id: station.Id + "_" + data.Code,
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Code: data.Code,
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Aspect: converIbpLightAspect(data.Color),
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Id: station.Id + "_light_" + data.Code,
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Code: data.Code,
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}
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deviceMap[data.Common.Id] = &proto.ElectronicComponent{
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repo.Lights = append(repo.Lights, b)
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// 存入组合类型的
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c := &proto.ElectronicComponent{
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Id: b.Id,
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DeviceType: proto.DeviceType_DeviceType_Light,
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}
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repo.Lights = append(repo.Lights, b)
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switch data.Code {
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case "X紧急关闭", "S紧急关闭":
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empGroup.Components = append(empGroup.Components, c)
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case "启用状态_SPKS1", "启用状态_SPKS3", "启用状态_SPKS2", "启用状态_SPKS4":
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spksGroup.Components = append(spksGroup.Components, c)
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}
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}
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// 组信息
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for _, data := range storage.IbpRelatedDevices {
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for _, data := range storage.IbpRelatedDevices { // 组信息
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for _, c := range data.Combinationtypes {
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group := &proto.ElectronicGroup{Code: c.Code}
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var group *proto.ElectronicGroup
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switch c.Code {
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case "EMP":
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group = empGroup
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case "SPKS":
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group = spksGroup
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default:
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continue
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}
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for _, d := range c.RefDevices {
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deviceType, ok := deviceMap[d]
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if !ok {
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@ -881,25 +893,9 @@ func handlerIBPDeviceToStation(station *proto.Station, repo *proto.Repository, i
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}
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group.Components = append(group.Components, deviceType)
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}
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station.ElectronicGroup = append(station.ElectronicGroup, group)
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}
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}
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}
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// 将IBP的灯颜色转换成repo灯颜色
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func converIbpLightAspect(color graphicData.IbpLight_IbpLightColor) proto.Light_LightAspect {
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switch color {
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case graphicData.IbpLight_white:
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return proto.Light_B
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case graphicData.IbpLight_red:
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return proto.Light_H
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case graphicData.IbpLight_green:
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return proto.Light_L
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case graphicData.IbpLight_blue:
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return proto.Light_A
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default:
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panic(&dto.ErrorDto{Code: dto.ArgumentParseError, Message: "未知的灯颜色类型" + color.String()})
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}
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station.ElectronicGroup = append(station.ElectronicGroup, empGroup, spksGroup)
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}
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func converCheckPointUid(data *proto.CheckPoint, uidsMap *stationUidStructure) *proto.CheckPoint {
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@ -1073,27 +1069,6 @@ func findTurnoutIds(axleCountingMap map[string]*graphicData.AxleCounting, axleId
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return turnoutIds
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}
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func initWorldDeviceState(status *VerifyStatus, repo *repository.Repository) {
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// initWorldTurnoutState(status, repo)
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// initWorldPhysicalSectionState(status, repo)
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}
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// 初始化道岔状态
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func initWorldTurnoutState(status *VerifyStatus, repo *repository.Repository) {
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for _, turnout := range repo.TurnoutList() {
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id := turnout.Identity.Id()
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status.SwitchStateMap.Store(id, &state.SwitchState{Id: id, Normal: true, Reverse: false})
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}
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}
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// 初始化物理区段状态
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func initWorldPhysicalSectionState(status *VerifyStatus, repo *repository.Repository) {
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for _, section := range repo.PhysicalSectionList() {
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id := section.Identity.Id()
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status.PhysicalSectionStateMap.Store(id, &state.SectionState{Id: id, Occupied: false, Type: state.SectionType_Physic})
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}
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}
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func convertToProtoSignalModel(gSmt graphicData.Signal_Model) proto.Signal_Model {
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switch gSmt {
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case graphicData.Signal_HLU:
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