|
| 1 | +package engine |
| 2 | + |
| 3 | +import ( |
| 4 | + "github.com/RoboCup-SSL/ssl-game-controller/internal/app/state" |
| 5 | + "github.com/RoboCup-SSL/ssl-game-controller/internal/app/statemachine" |
| 6 | + "time" |
| 7 | +) |
| 8 | + |
| 9 | +// processAutoRefFlags processes the flags send by the autoRefs and triggers changes based on them |
| 10 | +func (e *Engine) processAutoRefFlags() { |
| 11 | + if len(e.gcState.AutoRefState) == 0 { |
| 12 | + return |
| 13 | + } |
| 14 | + |
| 15 | + if e.stateStore.LatestEntry() != nil { |
| 16 | + lastChangeTs := goTime(e.stateStore.LatestEntry().Timestamp) |
| 17 | + now := e.timeProvider() |
| 18 | + if lastChangeTs.Before(now.Add(time.Millisecond * 200)) { |
| 19 | + // Do nothing within the first 200ms after any change |
| 20 | + return |
| 21 | + } |
| 22 | + } |
| 23 | + |
| 24 | + readyToContinue := true |
| 25 | + ballPlaced := true |
| 26 | + var lastProgressSum, lastProgressNum uint64 |
| 27 | + for _, autoRefState := range e.gcState.AutoRefState { |
| 28 | + if autoRefState.ReadyToContinue != nil { |
| 29 | + readyToContinue = readyToContinue && *autoRefState.ReadyToContinue |
| 30 | + } |
| 31 | + if autoRefState.BallPlaced != nil { |
| 32 | + ballPlaced = ballPlaced && *autoRefState.BallPlaced |
| 33 | + } |
| 34 | + if autoRefState.LastProgress != nil { |
| 35 | + lastProgressNum++ |
| 36 | + lastProgressSum += *autoRefState.LastProgress |
| 37 | + } |
| 38 | + } |
| 39 | + |
| 40 | + if *e.currentState.Command.Type == state.Command_BALL_PLACEMENT && readyToContinue { |
| 41 | + e.Enqueue(createGameEventChange(state.GameEvent_PLACEMENT_SUCCEEDED, state.GameEvent{ |
| 42 | + Event: &state.GameEvent_PlacementSucceeded_{ |
| 43 | + PlacementSucceeded: &state.GameEvent_PlacementSucceeded{ |
| 44 | + ByTeam: e.currentState.Command.ForTeam, |
| 45 | + TimeTaken: nil, // TODO |
| 46 | + Precision: nil, |
| 47 | + Distance: nil, |
| 48 | + }, |
| 49 | + }, |
| 50 | + })) |
| 51 | + } else if (e.currentState.Command.IsPrepare()) && |
| 52 | + readyToContinue && |
| 53 | + e.currentState.NextCommand != nil && |
| 54 | + e.currentState.GetAutoContinue() { |
| 55 | + e.Enqueue(&statemachine.Change{ |
| 56 | + Origin: &changeOriginEngine, |
| 57 | + Change: &statemachine.Change_Continue{ |
| 58 | + Continue: &statemachine.Continue{}, |
| 59 | + }, |
| 60 | + }) |
| 61 | + } else if *e.currentState.Command.Type == state.Command_STOP && |
| 62 | + readyToContinue && |
| 63 | + e.currentState.NextCommand != nil && |
| 64 | + e.currentState.GetAutoContinue() { |
| 65 | + if ballPlaced { |
| 66 | + e.Enqueue(&statemachine.Change{ |
| 67 | + Origin: &changeOriginEngine, |
| 68 | + Change: &statemachine.Change_Continue{ |
| 69 | + Continue: &statemachine.Continue{}, |
| 70 | + }, |
| 71 | + }) |
| 72 | + } else { |
| 73 | + e.Enqueue(&statemachine.Change{ |
| 74 | + Origin: &changeOriginEngine, |
| 75 | + Change: &statemachine.Change_StartBallPlacement{ |
| 76 | + StartBallPlacement: &statemachine.StartBallPlacement{}, |
| 77 | + }, |
| 78 | + }) |
| 79 | + } |
| 80 | + } else if e.currentState.Command.IsRunning() && lastProgressNum > 0 { |
| 81 | + lastProgress := lastProgressSum / lastProgressNum |
| 82 | + lastProgressS := lastProgress / 1000000 |
| 83 | + lastProgressNs := (lastProgress - lastProgressS*1000000) * 1000 |
| 84 | + lastProgressDt := e.timeProvider().Sub(time.Unix(int64(lastProgressS), int64(lastProgressNs))) |
| 85 | + if lastProgressDt > e.gameConfig.NoProgressTimeout[e.currentState.Division.Div()] { |
| 86 | + duration := float32(lastProgressDt.Seconds()) |
| 87 | + e.Enqueue(createGameEventChange(state.GameEvent_NO_PROGRESS_IN_GAME, state.GameEvent{ |
| 88 | + Event: &state.GameEvent_NoProgressInGame_{ |
| 89 | + NoProgressInGame: &state.GameEvent_NoProgressInGame{ |
| 90 | + Location: nil, // TODO required for ball placement |
| 91 | + Time: &duration, |
| 92 | + }, |
| 93 | + }, |
| 94 | + })) |
| 95 | + } |
| 96 | + } |
| 97 | +} |
| 98 | + |
| 99 | +func createGameEventChange(eventType state.GameEvent_Type, event state.GameEvent) *statemachine.Change { |
| 100 | + event.Type = &eventType |
| 101 | + event.Origin = []string{changeOriginEngine} |
| 102 | + return &statemachine.Change{ |
| 103 | + Origin: &changeOriginEngine, |
| 104 | + Change: &statemachine.Change_AddGameEvent{ |
| 105 | + AddGameEvent: &statemachine.AddGameEvent{ |
| 106 | + GameEvent: &event, |
| 107 | + }, |
| 108 | + }, |
| 109 | + } |
| 110 | +} |
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