package message_server import ( "fmt" "time" "google.golang.org/protobuf/proto" "joylink.club/bj-rtsts-server/message_server/ms_api" "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" ) // 信号平面布置图消息服务 type SfpMs struct { vs *memory.VerifySimulation mapId int32 channel string } func NewSfpMs(vs *memory.VerifySimulation, mapId int32) *SfpMs { return &SfpMs{ vs: vs, mapId: mapId, channel: fmt.Sprintf("simulation-%s_%d-devices-status", vs.SimulationId, mapId), } } // 获取通道名 func (ms *SfpMs) GetChannel() string { return ms.channel } // 发送消息间隔时间,单位ms func (ms *SfpMs) GetInterval() time.Duration { return 200 * time.Millisecond } // 定时发送的消息 func (ms *SfpMs) OnTick() ([]*ms_api.TopicMsg, error) { turnoutStates, err := ms.collectTurnoutStates() if err != nil { return nil, err } trainStates, err := ms.collectTrainStates() if err != nil { return nil, err } signalStates, err := ms.collectSignalStates() if err != nil { return nil, err } buttonStates, err := ms.collectStationButtonStates() if err != nil { return nil, err } psdStates, err := ms.collectPsdStates() if err != nil { return nil, err } sectionStates, err := ms.collectSectionStates() if err != nil { return nil, err } ststes := &state.PushedDevicesStatus{ All: true, AllStatus: &state.AllDevicesStatus{ SwitchState: turnoutStates, TrainState: trainStates, SignalState: signalStates, ButtonState: buttonStates, PsdState: psdStates, SectionState: sectionStates, }, } b, err := proto.Marshal(ststes) if err != nil { return nil, fmt.Errorf("信号布置图设备状态消息服务数据序列化失败, %s", err) } return []*ms_api.TopicMsg{ms_api.NewTopicMsg(ms.channel, b)}, nil } func (ms *SfpMs) OnError(err error) { // TODO: 错误处理 } // 收集屏蔽门状态 func (ms *SfpMs) collectPsdStates() ([]*state.PsdState, error) { world := ms.vs.World uidStructure := memory.QueryUidStructure[*memory.StationUidStructure](ms.mapId) data := memory.QueryGiData[*graphicData.RtssGraphicStorage](ms.mapId) var psdStateArr []*state.PsdState for _, door := range data.ScreenDoors { uid := uidStructure.PsdIds[door.Common.Id].Uid psdEntry, ok := entity.GetEntityByUid(world, uid) if ok { var amount int32 psdState := component.PsdStateType.Get(psdEntry) if psdState.Km8 { amount = 8 } else if psdState.Km4 { amount = 4 } else { amount = 0 } start, end := getStartEndCodeByGroup(door, amount) var openSubDoor []int32 for i := start; i <= end; i++ { openSubDoor = append(openSubDoor, i) } psdStateArr = append(psdStateArr, &state.PsdState{ Id: door.Common.Id, OpenDoorCodes: openSubDoor, }) } } return psdStateArr, nil } func getStartEndCodeByGroup(door *graphicData.ScreenDoor, groupAmount int32) (int32, int32) { for _, group := range door.ScreenDoorGroupList { if group.TrainGroupAmount == groupAmount { return group.StartSmallDoor, group.EndSmallDoor } } return 0, -1 } // 收集区段状态 func (ms *SfpMs) collectSectionStates() ([]*state.SectionState, error) { uidMap := memory.QueryMapUidMapByType(ms.mapId, &graphicData.Section{}) var sectionArr []*state.SectionState for _, u := range uidMap { s := handlerSectionState(ms.vs.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.SectionState { entry, ok := entity.GetEntityByUid(w, uid) if !ok { //fmt.Printf("id=%s的信号机不存在", uid) return nil } if entry.HasComponent(component.AxleSectionType) { //计轴区段 sectionState := &state.SectionState{} axleState := component.AxleSectionType.Get(entry) sectionFault := component.AxleSectionFaultType.Get(entry) sectionState.Occupied = axleState.Occ sectionState.AxleFault = sectionFault.SectionFault return sectionState } return nil } // 收集车站按钮状态 func (ms *SfpMs) collectStationButtonStates() ([]*state.ButtonState, error) { // 获取地图上的按钮状态 uidMap := memory.QueryMapUidMapByType(ms.mapId, &graphicData.EsbButton{}) var btnStateArr []*state.ButtonState for _, u := range uidMap { entry, ok := entity.GetEntityByUid(ms.vs.World, u.Uid) if !ok { return nil, fmt.Errorf("ESB按钮实体不存在: World id=%d, uid=%s", ms.vs.World.Id(), u.Uid) } if entry.HasComponent(component.ButtonTag) { // 按钮 bit := component.BitStateType.Get(entry) btnStateArr = append(btnStateArr, &state.ButtonState{Id: u.CommonId, Down: bit.Val}) } } return btnStateArr, nil } // 收集信号机状态 func (ms *SfpMs) collectSignalStates() ([]*state.SignalState, error) { uidMap := memory.QueryMapUidMapByType(ms.mapId, &graphicData.Signal{}) var signalArr []*state.SignalState for _, u := range uidMap { s, err := handlerSignalState(ms.vs.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.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.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.Signal_HU } else { switch { case isL: signalState.Aspect = state.Signal_L case isH: signalState.Aspect = state.Signal_H case isU: signalState.Aspect = state.Signal_U case isB: signalState.Aspect = state.Signal_B case isA: signalState.Aspect = state.Signal_A } } return signalState, nil } // 收集列车状态 func (ms *SfpMs) collectTrainStates() ([]*state.TrainState, error) { allTrainMap := &ms.vs.Memory.Status.TrainStateMap var trainArr []*state.TrainState allTrainMap.Range(func(_, v any) bool { trainArr = append(trainArr, v.(*state.TrainState)) return true }) return trainArr, nil } // 收集道岔状态 func (ms *SfpMs) collectTurnoutStates() ([]*state.SwitchState, error) { s := ms.vs uidMap := memory.QueryMapUidMapByType(ms.mapId, &graphicData.Turnout{}) var switchArr []*state.SwitchState for _, u := range uidMap { entry, ok := entity.GetEntityByUid(s.World, u.Uid) if !ok { return nil, fmt.Errorf("道岔不存在: World id=%d,道岔id=%s", s.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", s.World.Id(), u.Uid) } pos := component.TurnoutPositionType.Get(entry) s := &state.SwitchState{ Id: u.CommonId, Normal: pos.Db, Reverse: pos.Fb, Dw: pos.Dw, Fw: pos.Fw, } switchArr = append(switchArr, s) } return switchArr, nil }