package message_server import ( "fmt" "time" "joylink.club/bj-rtsts-server/message_server/ms_api" "joylink.club/bj-rtsts-server/mqtt" "joylink.club/bj-rtsts-server/ts/protos/graphicData" "joylink.club/bj-rtsts-server/ts/protos/state" "joylink.club/bj-rtsts-server/ts/simulation/wayside/memory" "joylink.club/ecs" "joylink.club/rtsssimulation/component" "joylink.club/rtsssimulation/entity" ) // 综合后备盘IBP消息服务 func NewIBPMs(vs *memory.VerifySimulation, mapId int32) ms_api.MsgTask { mapData := memory.QueryGiData[*graphicData.RtssGraphicStorage](mapId) return ms_api.NewScheduleTask(fmt.Sprintf("地图[%d]综合后备盘IBP", mapId), func() error { for _, station := range mapData.Stations { sid := memory.GetMapElementId(station.Common) stationIbpState, err := collectStationIbpState(mapId, vs.World, station) if err != nil { return err } mqtt.GetMsgClient().PubIBPState(vs.SimulationId, mapId, sid, stationIbpState) } return nil }, 200*time.Millisecond) } func collectStationIbpState(mapId int32, world ecs.World, station *graphicData.Station) (*state.PushedDevicesStatus, error) { if station.RefIbpMapCode == "" { return nil, nil } sid := memory.GetMapElementId(station.Common) stationUid := memory.QueryUidByMidAndComId(mapId, sid, &graphicData.Station{}) ibpMapId, ibpStorage := memory.QueryGiDataByName[*graphicData.IBPGraphicStorage](station.RefIbpMapCode) ibpUidsMap := memory.QueryUidStructure[*memory.IBPUidStructure](ibpMapId) buttonStates, err := collectIBPButtonState(world, stationUid, ibpUidsMap, ibpStorage.IbpButtons) if err != nil { return nil, err } alarmStates, err := collectIBPAlarmState(world, stationUid, ibpUidsMap, ibpStorage.IbpAlarms) if err != nil { return nil, err } lightStates, err := collectIBPLightState(world, stationUid, ibpUidsMap, ibpStorage.IbpLights) if err != nil { return nil, err } keyStates, err := collectIBPKeyState(world, stationUid, ibpUidsMap, ibpStorage.IbpKeys) if err != nil { return nil, err } return &state.PushedDevicesStatus{ All: true, AllStatus: &state.AllDevicesStatus{ ButtonState: buttonStates, AlarmState: alarmStates, LightState: lightStates, KeyState: keyStates, }, }, nil } // 收集IBP按钮状态 func collectIBPButtonState(world ecs.World, stationUid string, uidsMap *memory.IBPUidStructure, ibpButtons []*graphicData.IBPButton) ([]*state.ButtonState, error) { var states []*state.ButtonState for _, data := range ibpButtons { // 按钮 did := memory.GetMapElementId(data.Common) uid := stationUid + "_" + uidsMap.IbpButtonIds[did].Uid entry, ok := entity.GetEntityByUid(world, uid) if !ok { continue } if entry.HasComponent(component.ButtonTag) { states = append(states, getIBPButtonState(did, entry)) } } return states, nil } // 获取IBP盘按钮状态 func getIBPButtonState(id uint32, entry *ecs.Entry) *state.ButtonState { status := &state.ButtonState{Id: id} bit := component.BitStateType.Get(entry) status.Down = bit.Val // 如果按钮包含灯 if entry.HasComponent(component.SingleLightType) { lightComponent := component.SingleLightType.Get(entry) status.Active = component.BitStateType.Get(lightComponent.Light).Val } return status } // 收集报警器状态 func collectIBPAlarmState(world ecs.World, stationUid string, uidsMap *memory.IBPUidStructure, ibpAlarms []*graphicData.IbpAlarm) ([]*state.AlarmState, error) { var states []*state.AlarmState for _, data := range ibpAlarms { // 报警器 did := memory.GetMapElementId(data.Common) uid := stationUid + "_" + uidsMap.IbpAlarmIds[did].Uid entry, ok := entity.GetEntityByUid(world, uid) if !ok { continue } if entry.HasComponent(component.AlarmTag) { states = append(states, &state.AlarmState{Id: did, Active: component.BitStateType.Get(entry).Val}) } } return states, nil } // 收集灯状态信息 func collectIBPLightState(world ecs.World, stationUid string, uidsMap *memory.IBPUidStructure, ibpLights []*graphicData.IbpLight) ([]*state.LightState, error) { var states []*state.LightState for _, data := range ibpLights { // 指示灯 did := memory.GetMapElementId(data.Common) uid := stationUid + "_" + uidsMap.IbpLightIds[did].Uid entry, ok := entity.GetEntityByUid(world, uid) if !ok { continue } if entry.HasComponent(component.LightTag) { states = append(states, &state.LightState{Id: did, Active: component.BitStateType.Get(entry).Val}) } } return states, nil } // 收集钥匙状态 func collectIBPKeyState(world ecs.World, stationUid string, uidsMap *memory.IBPUidStructure, ibpKeys []*graphicData.IbpKey) ([]*state.KeyState, error) { var states []*state.KeyState for _, data := range ibpKeys { // 钥匙 did := memory.GetMapElementId(data.Common) uid := stationUid + "_" + uidsMap.IbpKeyIds[did].Uid entry, ok := entity.GetEntityByUid(world, uid) if !ok { continue } if entry.HasComponent(component.KeyTag) { states = append(states, &state.KeyState{Id: did, Gear: component.GearStateType.Get(entry).Val}) } } return states, nil }