Sic.Framework/MECF.Framework.Common/Aitex/Core/RT/IOCore/Interlock/InterlockAction.cs

80 lines
1.9 KiB
C#
Raw Normal View History

2023-04-13 11:51:03 +08:00
using System.Collections.Generic;
namespace Aitex.Core.RT.IOCore
{
internal class InterlockAction
{
private readonly List<IInterlockLimit> _limits;
2023-04-13 11:51:03 +08:00
private readonly DOAccessor _do;
2023-04-13 11:51:03 +08:00
private readonly bool _actionValue;
2023-04-13 11:51:03 +08:00
private readonly string _tip;
2023-04-13 11:51:03 +08:00
private Dictionary<string, string> _cultureTip;
2023-04-13 11:51:03 +08:00
public string ActionName => (_do != null) ? _do.Name : "";
public InterlockAction(DOAccessor doItem, bool value, string tip, Dictionary<string, string> cultureTip,
List<IInterlockLimit> limits)
2023-04-13 11:51:03 +08:00
{
_do = doItem;
_actionValue = value;
_tip = tip;
_cultureTip = cultureTip;
_limits = limits;
}
public bool IsSame(string doName, bool value)
{
return doName == _do.Name && _actionValue == value;
}
/// <summary>
/// 如果命中某个互锁限制条件则将DO电平恢复到Action定义的反向电平。
/// </summary>
/// <param name="reason">执行恢复电平动作的信息。</param>
/// <returns>
/// True执行了电平恢复操作False未操作电平
/// </returns>
public bool TryReverse(out string reason)
2023-04-13 11:51:03 +08:00
{
reason = string.Empty;
// 如果DO当前电平不等于Action定义的电平则啥也不干
2023-04-13 11:51:03 +08:00
if (_do.Value != _actionValue)
return false;
// 如果DO已经输出Action定义的电平则反向
2023-04-13 11:51:03 +08:00
if (_do.SetValue(!_actionValue, out reason))
reason = $"Force setting DO-{_do.IoTableIndex}({_do.Name}) = [{((!_actionValue) ? "ON" : "OFF")}]";
2023-04-13 11:51:03 +08:00
return true;
}
public bool CanDo(out string reason)
{
reason = string.Empty;
bool result = true;
foreach (var limit in _limits)
2023-04-13 11:51:03 +08:00
{
if (!limit.CanDo(out var reason2))
{
if (reason.Length > 0)
{
reason += "\n";
}
else
{
reason =
$"Interlock triggered, DO-{_do.IoTableIndex}({_do.Name}) can not be [{(_actionValue ? "ON" : "OFF")}], {_tip} \n";
2023-04-13 11:51:03 +08:00
}
reason += reason2;
result = false;
}
}
return result;
}
}
}