526 lines
21 KiB
C#
526 lines
21 KiB
C#
using Aitex.Common.Util;
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using Aitex.Core.Common.DeviceData;
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using Aitex.Core.RT.DataCenter;
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using Aitex.Core.RT.Device;
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using Aitex.Core.RT.IOCore;
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using Aitex.Core.RT.Log;
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using Aitex.Core.RT.OperationCenter;
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using Aitex.Core.Util;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Xml;
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using DicEventActions = System.Collections.Generic.Dictionary<string, System.Collections.Generic.List<MECF.Framework.Common.Device.Bases.STEventAction>>;
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using DicLightActions = System.Collections.Generic.Dictionary<MECF.Framework.Common.Device.Bases.LightType,MECF.Framework.Common.Device.Bases.STEventAction>;
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namespace MECF.Framework.Common.Device.Bases
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{
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/// <summary>
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/// 信号塔对象。
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/// </summary>
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public class SignalTowerBase : BaseDevice, IDevice
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{
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#region Variables
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/// <summary>
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/// 系统保留的工作模式配置项,用于工艺结束后蜂鸣器发出提示音。
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/// </summary>
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protected const string KEY_PATTERN_JOB_DONE = "JobDone";
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/// <summary>
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/// 是否关闭蜂鸣器输出。
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/// <value>True:蜂鸣器被手动关闭,满足事件条件也不要打开蜂鸣器。</value>
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/// <value>False:根据当前系统状态和配置事件自动输出蜂鸣器状态。</value>
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/// </summary>
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private bool _switchBuzzerOff;
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/// <summary>
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/// 信号塔事件字典,从配置文件中读取。
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/// <remarks>
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/// 字典的Key表示事件名称,对应STEvent配置文件中的name属性。
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/// </remarks>
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/// <br/>
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/// <remarks>
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/// 注意:操作该字典时需要加锁,因为当前对象支持实时监测配置文件并重载配置文件的改动;配置文件
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/// 内容改动后,会重新创建该字典,此时有可能Monitor()方法正在使用此字典。
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/// </remarks>
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/// </summary>
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private DicEventActions _dicPreDefinedStEvents;
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/// <summary>
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/// 信号塔扩展事件字典。
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/// <remarks>
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/// 除STEvents配置中预设的事件外,还有一类事件通常由RT触发,这类事件也需要参与三色灯输出状态判断。
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/// </remarks>
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/// </summary>
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private readonly DicEventActions _dicRtGeneratedStEvents;
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/// <summary>
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/// 信号塔中组件字典。
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/// </summary>
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private readonly Dictionary<LightType, SignalTowerPartBase> _dicStParts;
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/// <summary>
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/// 信号塔组件动作字典。
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/// </summary>
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private Dictionary<LightType, STEventAction> _dicMergedActions;
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/// <summary>
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/// 上一次Monitor周期触发的事件列表。
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/// 用于下一次Monitor周期判断是否有新的事件产生,已解决蜂鸣器被手动关闭后,如果未按下Reset,则下次新事件产生时,无法响蜂鸣器的问题。
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/// </summary>
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private readonly List<string> _lastEventsWithBuzzer = new List<string>();
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/// <summary>
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/// STEvents配置文件解析对象。
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/// </summary>
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private STEvents _originStEvents;
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#endregion
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#region Constructors
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/// <summary>
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/// 构建信号塔对象的实例。
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/// </summary>
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/// <param name="module">当前模组名称。</param>
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/// <param name="node">设备配置文件。</param>
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/// <param name="ioModule">所属Module的名称。</param>
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public SignalTowerBase(string module, XmlElement node, string ioModule = "")
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: base(module, node, ioModule)
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{
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_dicStParts = new Dictionary<LightType, SignalTowerPartBase>();
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_dicRtGeneratedStEvents = new ();
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var doRedLight = ParseDoNode("doRed", node, ioModule);
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var doYellowLight = ParseDoNode("doYellow", node, ioModule);
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var doGreenLight = ParseDoNode("doGreen", node, ioModule);
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var doBlueLight = ParseDoNode("doBlue", node, ioModule);
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var doWhiteLight = ParseDoNode("doWhite", node, ioModule);
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var doBuzzer = ParseDoNode("doBuzzer", node, ioModule);
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var doBuzzer1 = ParseDoNode("doBuzzer1", node, ioModule);
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var doBuzzer2 = ParseDoNode("doBuzzer2", node, ioModule);
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var doBuzzer3 = ParseDoNode("doBuzzer3", node, ioModule);
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var doBuzzer4 = ParseDoNode("doBuzzer4", node, ioModule);
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var doBuzzer5 = ParseDoNode("doBuzzer5", node, ioModule);
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var aoBuzzerBlinkFreq = ParseAoNode("aoBuzzerBlinkFreq", node, ioModule);
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var eventFile = node.GetAttribute("eventFile");
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// 红、黄、绿、蜂鸣器是必须定义的元件。
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Debug.Assert(doRedLight != null, "DO RedLight is not valid");
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Debug.Assert(doYellowLight != null, "DO RedLight is not valid");
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Debug.Assert(doGreenLight != null, "DO RedLight is not valid");
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Debug.Assert(doBuzzer != null, "DO RedLight is not valid");
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// 创建三色灯控制元件。
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CreateSignalPart(LightType.Red, doRedLight);
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CreateSignalPart(LightType.Yellow, doYellowLight);
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CreateSignalPart(LightType.Green, doGreenLight);
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CreateSignalPart(LightType.Blue, doBlueLight);
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CreateSignalPart(LightType.White, doWhiteLight);
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CreateSignalPart(LightType.Buzzer, doBuzzer, aoBuzzerBlinkFreq);
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CreateSignalPart(LightType.Buzzer1, doBuzzer1);
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CreateSignalPart(LightType.Buzzer2, doBuzzer2);
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CreateSignalPart(LightType.Buzzer3, doBuzzer3);
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CreateSignalPart(LightType.Buzzer4, doBuzzer4);
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CreateSignalPart(LightType.Buzzer5, doBuzzer5);
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// 添加文件到监视器,当文件内容发生变化时重新加载配置。
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var fullFn = PathManager.GetCfgDir() + eventFile;
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FileSystemWatcherManager.Instance.Register(fullFn, fn =>
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{
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ParseSignalTowerEvent(fn);
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});
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//解析三色灯Event
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ParseSignalTowerEvent(fullFn);
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}
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#endregion
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#region Properties
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/// <summary>
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/// 返回信号塔当前状态数据集。
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/// <remarks>该属性用于RT到UI间的数据传递。</remarks>
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/// </summary>
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public AITSignalTowerData DeviceData => new AITSignalTowerData
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{
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DeviceName = Name,
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DeviceSchematicId = DeviceID,
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DisplayName = Display,
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IsGreenLightOn = GetSignalTowerPartValue(LightType.Green),
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IsRedLightOn = GetSignalTowerPartValue(LightType.Red),
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IsYellowLightOn = GetSignalTowerPartValue(LightType.Yellow),
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IsBlueLightOn = GetSignalTowerPartValue(LightType.Blue),
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IsWhiteLightOn = GetSignalTowerPartValue(LightType.White),
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IsBuzzerOn = GetSignalTowerPartValue(LightType.Buzzer),
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IsBuzzer1On = GetSignalTowerPartValue(LightType.Buzzer1),
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IsBuzzer2On = GetSignalTowerPartValue(LightType.Buzzer2),
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IsBuzzer3On = GetSignalTowerPartValue(LightType.Buzzer3),
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IsBuzzer4On = GetSignalTowerPartValue(LightType.Buzzer4),
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IsBuzzer5On = GetSignalTowerPartValue(LightType.Buzzer5),
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};
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#endregion
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#region Methods
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/// <summary>
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/// 创建一个信号塔元件,并添加到字典中。
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/// </summary>
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/// <param name="light">信号塔元件类型,请参考<see cref="LightType"/>。</param>
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/// <param name="doSw">控制元件开关的DO。</param>
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/// <param name="aoBlinkFreq">控制Blink频率的AO。</param>
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private void CreateSignalPart(LightType light, DOAccessor doSw, AOAccessor aoBlinkFreq = null)
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{
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if (doSw != null)
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_dicStParts.Add(light, new SignalTowerPartBase(light, doSw, aoBlinkFreq));
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}
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/// <summary>
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/// 从指定的配置文件中解析信号塔事件。
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/// </summary>
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/// <param name="fileName">包含完整路径的配置文件文件名。</param>
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/// <returns></returns>
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private bool ParseSignalTowerEvent(string fileName)
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{
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try
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{
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if (!File.Exists(fileName))
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{
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LOG.Error($"Unable to find signal tower events config file {fileName}.");
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return false;
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}
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_originStEvents = CustomXmlSerializer.Deserialize<STEvents>(new FileInfo(fileName));
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_originStEvents.ParseEvents(_dicStParts, out var events);
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if (events == null)
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LOG.Error("Unable to parse the signal tower events from config file.");
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lock (SyncRoot)
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{
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_dicPreDefinedStEvents = events;
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return _dicPreDefinedStEvents != null;
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}
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}
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catch (Exception ex)
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{
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LOG.Error(ex.ToString());
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return false;
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}
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}
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/// <summary>
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/// 初始化信号塔对象实例。
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/// </summary>
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/// <remarks>
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/// 注册SwitchOffBuzzer操作和DeviceData数据。
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/// </remarks>
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/// <returns></returns>
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public bool Initialize()
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{
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OP.Subscribe($"{Module}.{Name}.{AITSignalTowerOperation.SwitchOffBuzzer}", SwitchOffBuzzer);
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DATA.Subscribe(Module + "." + Name + ".DeviceData", () => DeviceData);
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return true;
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}
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/// <summary>
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/// 复位信号塔状态及其各个组件。
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/// </summary>
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public void Reset()
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{
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_switchBuzzerOff = false;
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_dicRtGeneratedStEvents?.Clear();
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foreach (var light in _dicStParts.Values)
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light.Reset();
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}
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/// <summary>
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/// 终止信号塔对象实例。
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/// </summary>
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public void Terminate()
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{
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foreach (var light in _dicStParts.Values)
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light.Terminate();
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}
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/// <summary>
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/// 周期性扫描信号塔以执行后台任务。
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/// </summary>
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protected override void HandleMonitor()
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{
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// 创建上次发生的事件列表副本
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List<string> events1;
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lock (SyncRoot)
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{
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// 遍历所有预设的事件,决定信号塔各元件的输出状态。
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_dicMergedActions = ConvertEventsToActions(_dicPreDefinedStEvents, out events1);
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}
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// 遍历所有扩展的事件,决定信号塔各元件的输出状态。
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_dicMergedActions = ConvertEventsToActions(_dicRtGeneratedStEvents, out var events2, _dicMergedActions, false);
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// 判断是否有新事件产生,如果有,需要复位_switchBuzzerOff状态,以重新使能蜂鸣器,解决蜂鸣器被手动关闭后,如果不按Reset,则无法重启启用的问题。
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var eventCombined = new List<string>(events1.Concat(events2));
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var newEvents = _lastEventsWithBuzzer.Except(eventCombined);
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if (newEvents.Any())
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{
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_lastEventsWithBuzzer.Clear();
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_lastEventsWithBuzzer.AddRange(eventCombined);
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_switchBuzzerOff = false;
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}
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// 设置信号塔每个组件的输出。
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foreach (var kvp in _dicMergedActions)
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{
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var action = kvp.Value;
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if (action == null)
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continue;
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if (action.StPart == null)
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continue;
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// 创建动作副本,因为后续可能根据_switchBuzzerOff调整输出状态,避免覆盖原配置。
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var cloned = (STEventAction)action.Clone();
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// 如果蜂鸣器被强制关闭,则将待执行动作中的状态修改为Off
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if (action.StPart.IsBuzzer && _switchBuzzerOff)
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cloned.Status = TowerLightStatus.Off;
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action.StPart.SetAction(cloned);
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}
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// 扫描信号塔组件状态
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foreach (var light in _dicStParts.Values)
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light?.Monitor();
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}
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/// <summary>
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/// 以指定的模式闪烁指定的信号塔元件。
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/// </summary>
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/// <param name="light">指定的信号塔元件。</param>
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/// <param name="pattern">闪烁模式。</param>
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/// <returns>True:启动闪烁成功;False:启动闪烁失败。</returns>
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public bool Blink(LightType light, STBlinkPattern pattern)
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{
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if (pattern == null)
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{
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LOG.Error($"{light} Blink Pattern can not be null");
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return false;
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}
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CreateRtEvent(new STEventAction("Rt Triggered Blink", _dicStParts[light], TowerLightStatus.Customized, pattern));
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return true;
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}
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/// <summary>
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/// 当Wafer回到Cassette后,打开蜂鸣器以指示ProcessJob结束。
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/// </summary>
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/// <param name="reason">如果打开蜂鸣器失败,提示失败原因。</param>
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/// <returns></returns>
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public bool SwitchOnBuzzerForJobDone(out string reason)
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{
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reason = "";
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SignalTowerPartBase targetBuzzer = null;
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STBlinkPattern blinkPattern = null;
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// 读取STEvents配置文件中的JobDone模式的配置。
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var settings = _originStEvents.PatternsSettings.FirstOrDefault(x => x.Name == KEY_PATTERN_JOB_DONE);
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if (settings != null)
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{
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// 解析配置中的Buzzer,如果未指定Buzzer,或指定为除Buzzer以外的信号灯,则默认使用Buzzer。
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var targetPart = settings.Part;
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if (Enum.TryParse(targetPart, out LightType lightType)
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&& _dicStParts.TryGetValue(lightType, out var buzzer)
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&& buzzer.IsBuzzer)
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targetBuzzer = buzzer;
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blinkPattern = new STBlinkPattern(settings.Pattern, priority: settings.Priority, cycle: settings.Cycles);
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}
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else
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{
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// 没找到JobDone的工作模式配置,生成默认配置
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blinkPattern = STBlinkPattern.GetJobDonePattern();
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LOG.Warning($"Unable to find pre-defined pattern for {KEY_PATTERN_JOB_DONE}");
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}
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CreateRtEvent(new STEventAction(KEY_PATTERN_JOB_DONE, targetBuzzer, TowerLightStatus.Customized, blinkPattern));
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return true;
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}
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/// <summary>
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/// 打开或关闭蜂鸣器。
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/// </summary>
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/// <param name="isOff"></param>
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/// <returns></returns>
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public bool SwitchOffBuzzer(bool isOff)
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{
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_switchBuzzerOff = isOff;
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return true;
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}
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/// <summary>
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/// 关闭蜂鸣器。
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/// </summary>
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/// <param name="arg1"></param>
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/// <param name="arg2"></param>
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/// <returns></returns>
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private bool SwitchOffBuzzer(string arg1, object[] arg2)
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{
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_switchBuzzerOff = true;
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return true;
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}
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/// <summary>
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/// 合并信号事件。
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/// <remarks>
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/// 根据<see cref="STEventAction.Status"/>的优先级决定执行的动作。
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/// <br/>
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/// 此属性的数值越小,表示优先级越高。
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/// </remarks>
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/// </summary>
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/// <param name="currentAction">当前输出状态。</param>
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/// <param name="nextAction">期望的输出状态。</param>
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/// <returns>合并后的信号灯输出状态。</returns>
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private STEventAction MergeAction(STEventAction currentAction, STEventAction nextAction)
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{
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if (currentAction == null)
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return nextAction;
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if (nextAction == null)
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return currentAction;
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// 获取当前动作的优先级
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var curPrior = currentAction.Status == TowerLightStatus.Customized
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? currentAction.BlinkPattern.Priority
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: (int)currentAction.Status;
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// 获取下一个动作的优先级
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var nextPrior = nextAction.Status == TowerLightStatus.Customized
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? nextAction.BlinkPattern.Priority
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: (int)nextAction.Status;
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return curPrior < nextPrior ? currentAction : nextAction;
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}
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/// <summary>
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/// 获取指定信号塔元件的输出状态。
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/// </summary>
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/// <param name="light"></param>
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/// <returns></returns>
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private bool GetSignalTowerPartValue(LightType light)
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{
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if (_dicStParts.TryGetValue(light, out var part))
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return part.GetValue();
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return false;
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}
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/// <summary>
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/// 获取RT中已触发的事件列表。
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/// </summary>
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/// <returns></returns>
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private static DicEventActions GenerateOccurredRtEventDict(DicEventActions dicEvents)
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{
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if (dicEvents == null)
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return new DicEventActions();
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var data = dicEvents.Keys.ToList();
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var polled = DATA.PollData(data);
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var eventTriggered = polled.Where(x => x.Value is true).Select(x => x.Key).ToList();
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return dicEvents.Where(x => eventTriggered.Contains(x.Key)).ToDictionary(x => x.Key, v => v.Value);
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}
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/// <summary>
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/// 更具RT当前状态合并所有事件的动作,决定信号塔组件的输出状态。
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/// </summary>
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/// <param name="dicEvents">事件字典。</param>
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/// <param name="eventsWithBuzzerOn">返回需要触发Buzzer的事件的名称列表。</param>
|
||
/// <param name="initActions">信号塔组件初始动作字典。</param>
|
||
/// <param name="isPollDataNeeded">
|
||
/// 是否从RT拉去事件对应的属性值。
|
||
/// <remarks>
|
||
/// 对于<see cref="_dicRtGeneratedStEvents"/>事件列表,不需要从RT拉去数据,直接合并动作即可。
|
||
/// </remarks>
|
||
/// </param>
|
||
/// <returns></returns>
|
||
private DicLightActions ConvertEventsToActions(DicEventActions dicEvents, out List<string> eventsWithBuzzerOn, DicLightActions initActions = null, bool isPollDataNeeded = true)
|
||
{
|
||
// 创建初始动作字典
|
||
initActions ??= _dicStParts.ToDictionary(
|
||
x => x.Key,
|
||
v => new STEventAction("", v.Value, TowerLightStatus.Off));
|
||
|
||
// 对于STEvent配置文件中的事件,我们只需要关注那些条件为True的事件。
|
||
// 创建一个临时字典,筛选条件为True的事件,或直接使用_dicRtGeneratedEvents事件字典。
|
||
var dicEventsTmp = dicEvents;
|
||
|
||
// 需要从RT拉取事件状态
|
||
if (isPollDataNeeded)
|
||
dicEventsTmp = GenerateOccurredRtEventDict(dicEvents);
|
||
|
||
// 保存触发的事件名称列表。
|
||
var eventsBuzzerNotOff = dicEventsTmp
|
||
.Where(x => x.Value
|
||
.Any(v => v.StPart.IsBuzzer && v.Status != TowerLightStatus.Off))
|
||
.Select(x => x.Key);
|
||
|
||
eventsWithBuzzerOn = new List<string>(eventsBuzzerNotOff);
|
||
|
||
// 遍历所有预设的事件,决定信号塔各元件的输出状态。
|
||
foreach (var stEvent in dicEventsTmp)
|
||
{
|
||
foreach (var newAction in stEvent.Value)
|
||
{
|
||
if (!_dicStParts.TryGetValue(newAction.StPart.Light, out var stPart))
|
||
continue;
|
||
|
||
// 根据当前设备状态,判断下一步信号组件的输出动作是什么
|
||
var mergedAction = MergeAction(initActions[stPart.Light], newAction);
|
||
|
||
initActions[stPart.Light] = mergedAction;
|
||
}
|
||
}
|
||
|
||
return initActions;
|
||
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建一个自定义的RT事件,以驱动指定的信号塔组件。
|
||
/// <remarks>
|
||
/// 自动创建Guid作为事件的Key,以和STEvent配置字典的格式保持一致,以为Monitor方法中需要同时对这两个字典处理;格式的统一有助于统一处理任务的逻辑。
|
||
/// </remarks>
|
||
/// </summary>
|
||
/// <param name="actions">该事件执行的动作列表。
|
||
/// <remarks>
|
||
/// 列表的每一个元素对应一个信号塔组件需执行的动作。
|
||
/// </remarks>
|
||
/// </param>
|
||
|
||
private void CreateRtEvent(params STEventAction[] actions)
|
||
{
|
||
_dicRtGeneratedStEvents.Add(Guid.NewGuid().ToString(), actions.ToList());
|
||
SwitchOffBuzzer(false);
|
||
}
|
||
|
||
#endregion
|
||
|
||
}
|
||
|
||
|
||
|
||
}
|