Got at least one data fetching method working; turns out, we can't use a patched LogicStack to get the data
This commit is contained in:
390
Scripts/SubscriptionManager.cs
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390
Scripts/SubscriptionManager.cs
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@@ -0,0 +1,390 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Assets.Scripts;
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using Assets.Scripts.Networks;
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using Assets.Scripts.Objects.Electrical;
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using Assets.Scripts.Objects.Motherboards;
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using Assets.Scripts.Util;
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using JetBrains.Annotations;
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using RemoteControl.Message;
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using Swan;
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using UnityEngine;
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using GameDevice = Assets.Scripts.Objects.Pipes.Device;
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// ReSharper disable ClassNeverInstantiated.Global
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// ReSharper disable MemberCanBePrivate.Global
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namespace RemoteControl
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{
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public class DataNetwork
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{
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public long ReferenceId { get; private set; }
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internal readonly List<CableAnalyser> Probes = new ();
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internal CableNetwork Network { get; private set; }
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private readonly HashSet<long> _knownIds = new();
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internal readonly Dictionary<long, Device> DeviceCache = new();
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public DataNetwork(CableNetwork network)
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{
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ReferenceId = network.ReferenceId;
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Network = network;
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}
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internal void RescanNetworkComposition()
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{
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_knownIds.Clear();
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_knownIds.UnionWith(Network.DataDeviceList.Select(device => device.ReferenceId));
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DeviceCache.Keys.Except(_knownIds).ToList().ForEach(device => DeviceCache.Remove(device));
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_knownIds.Except(DeviceCache.Keys).ToList().ForEach(device =>
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{
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var newDev = new Device();
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var dev = Referencable.Find<GameDevice>(device);
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if (dev == null) return;
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newDev.ReferenceId = device;
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newDev.PrefabHash = dev.PrefabHash;
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newDev.PrefabName = dev.PrefabName;
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DeviceCache.Add(device, newDev);
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});
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UpdateAllDevices();
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}
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private void UpdateAllDevices()
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{
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foreach (var kvp in DeviceCache)
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{
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var device = kvp.Value;
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var gameObj = Referencable.Find<GameDevice>(kvp.Key);
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if (gameObj == null) continue;
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device.LogicValues.Clear();
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foreach (var type in EnumCollections.LogicTypes.Values)
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{
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if (gameObj.CanLogicRead(type))
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{
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device.LogicValues[type] = gameObj.GetLogicValue(type);
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}
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}
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var slotCount = gameObj.TotalSlots;
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while (device.Slots.Count > slotCount)
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{
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device.Slots.RemoveAt(device.Slots.Count - 1);
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}
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for (int slotIndex = 0; slotIndex < slotCount; slotIndex++)
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{
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if (device.Slots.Count <= slotIndex)
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{
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device.Slots.Add(new Dictionary<LogicSlotType, double>());
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}
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foreach (var type in EnumCollections.LogicSlotTypes.Values)
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{
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if (gameObj.CanLogicRead(type, slotIndex))
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{
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device.Slots[slotIndex][type] = gameObj.GetLogicValue(type, slotIndex);
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}
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}
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}
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}
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}
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public DataNetwork Reset(CableNetwork cnet)
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{
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ReferenceId = cnet.ReferenceId;
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Network = cnet;
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Probes.Clear();
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DeviceCache.Clear();
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_knownIds.Clear();
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return this;
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}
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}
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public readonly struct LogicUpdate : IEquatable<LogicUpdate>
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{
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public readonly long TargetReferenceId;
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public readonly LogicType LogicType;
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public LogicUpdate(long targetReferenceId, LogicType logicType)
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{
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TargetReferenceId = targetReferenceId;
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LogicType = logicType;
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}
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public bool Equals(LogicUpdate other)
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{
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return TargetReferenceId == other.TargetReferenceId && LogicType == other.LogicType;
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}
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public override bool Equals(object obj)
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{
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return obj is LogicUpdate other && Equals(other);
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}
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public override int GetHashCode()
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{
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return CompositeHashCode.Using(TargetReferenceId, LogicType);
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}
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}
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public readonly struct SlotUpdate : IEquatable<SlotUpdate>
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{
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public readonly long ReferenceId;
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public readonly int Slot;
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public readonly LogicSlotType Type;
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public SlotUpdate(long referenceID, int slot, LogicSlotType type)
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{
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ReferenceId = referenceID;
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Slot = slot;
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Type = type;
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}
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public bool Equals(SlotUpdate other)
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{
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return ReferenceId == other.ReferenceId && Slot == other.Slot && Type == other.Type;
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}
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public override bool Equals(object obj)
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{
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return obj is SlotUpdate other && Equals(other);
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}
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public override int GetHashCode()
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{
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return CompositeHashCode.Using(ReferenceId, Slot, Type);
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}
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}
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public static class SubscriptionManager
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{
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public static readonly object Lock = new();
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private static readonly Dictionary<long, DataNetwork> DataNetworks = new();
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// private Dictionary<string, List<RemoteControlLimpet>> _probesByName = new();
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// private Dictionary<long, RemoteControlLimpet> _probesById = new();
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private static readonly Dictionary<LogicUpdate, double> PendingUpdates = new();
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private static readonly Dictionary<SlotUpdate, double> PendingSlotUpdates = new();
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[CanBeNull]
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public static Device FindCachedDevice(string probeName, long referenceID)
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{
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foreach (var analyzer in GetDataNetwork(probeName))
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{
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if (analyzer.DeviceCache.TryGetValue(referenceID, out var device))
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{
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return device;
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}
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}
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return null;
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}
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// Can be called from any thread
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public static bool SetLogic(string probeName, long referenceID, LogicType type, double value)
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{
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// lock (Lock)
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{
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var dev = FindCachedDevice(probeName, referenceID);
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if (dev == null)
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{
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return false;
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}
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dev.LogicValues[type] = value;
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PendingUpdates[new LogicUpdate(referenceID, type)] = value;
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}
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return true;
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}
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// Can be called from any thread
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public static bool SetSlot(string probeName, long referenceID, int slot, LogicSlotType type, double value)
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{
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// lock (Lock)
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{
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var dev = FindCachedDevice(probeName, referenceID);
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if (dev != null && dev.Slots.Count > slot && dev.Slots[slot].ContainsKey(type))
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{
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dev.Slots[slot][type] = value;
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PendingSlotUpdates[new SlotUpdate(referenceID, slot, type)] = value;
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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public static DataNetwork GetDataNetwork(CableNetwork network)
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{
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if (DataNetworks.TryGetValue(network.ReferenceId, out var dataNetwork))
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{
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return dataNetwork;
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}
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else
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{
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var ret = new DataNetwork(network);
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DataNetworks.Add(network.ReferenceId, ret);
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return ret;
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}
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}
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public static IEnumerable<DataNetwork> GetDataNetwork(string probeName)
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{
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// lock (Lock)
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{
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List<DataNetwork> networks = new();
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GameDevice.AllDevices.ForEach(dev =>
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{
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if (dev is CableAnalyser analyzer)
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{
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networks.Add(GetDataNetwork(analyzer.CableNetwork));
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}
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});
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return networks;
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}
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}
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public static GameDevice GetDevice(long referenceID)
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{
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var device = Referencable.Find<GameDevice>(referenceID);
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if (!DataNetworks.Values.Any((item) => item.Network.DataDeviceList.Contains(device)))
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return null;
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return device;
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}
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public static GameDevice GetDevice(string probeName, long referenceID)
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{
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var device = Referencable.Find<GameDevice>(referenceID);
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if (GetDataNetwork(probeName).Any(network => network.DeviceCache.ContainsKey(referenceID)))
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{
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return device;
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}
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return null;
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}
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/// <summary>
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/// Called from Unity thread pool before the logic tick
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/// </summary>
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/// <exception cref="NotImplementedException"></exception>
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public static void ApplyUpdates()
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{
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lock (Lock)
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{
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foreach (var update in PendingUpdates)
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{
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var device = GetDevice(update.Key.TargetReferenceId);
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if (!device.CanLogicWrite(update.Key.LogicType))
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{
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device.SetLogicValue(update.Key.LogicType, update.Value);
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}
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}
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foreach (var update in PendingSlotUpdates)
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{
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var device = Referencable.Find<Assets.Scripts.Objects.Pipes.Device>(update.Key.ReferenceId);
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if (!DataNetworks.Values.Any((item) => item.Network.DataDeviceList.Contains(device)))
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continue;
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if (!device.CanLogicWrite(update.Key.Type, update.Key.Slot))
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{
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device.SetLogicValue(update.Key.Type, update.Key.Slot, update.Value);
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}
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}
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PendingUpdates.Clear();
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PendingSlotUpdates.Clear();
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}
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}
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public static void RescanNetworks()
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{
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using (new LogTimer("RescanNetworks"))
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{
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HashSet<CableAnalyser> scannedAnalyzers = new();
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HashSet<CableNetwork> scannedNetworks = new();
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scannedNetworks.Clear();
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GameDevice.AllDevices.ForEach(dev =>
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{
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if (dev is CableAnalyser analyser)
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{
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scannedAnalyzers.Add(analyser);
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scannedNetworks.Add(analyser.CableNetwork);
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}
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});
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var removed =
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new List<DataNetwork>(DataNetworks.Values.Where(dataNetwork =>
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!scannedNetworks.Contains(dataNetwork.Network)));
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foreach (var dataNet in removed)
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{
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DataNetworks.Remove(dataNet.ReferenceId);
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}
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foreach (var dataNet in DataNetworks.Values)
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{
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dataNet.Probes.Clear();
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}
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foreach (var analyzer in scannedAnalyzers)
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{
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if (DataNetworks.ContainsKey(analyzer.ReferenceId)) continue;
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var dataNet = removed.Pop()?.Reset(analyzer.CableNetwork) ?? new DataNetwork(analyzer.CableNetwork);
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dataNet.Probes.Add(analyzer);
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}
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// TODO: when we have our own device for tagging a network, make this triggered by on the DataNetworkChange method
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foreach (var dataNet in DataNetworks.Values)
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{
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dataNet.RescanNetworkComposition();
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}
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}
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}
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public static IList<string> GetProbes()
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{
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List<string> probes = new();
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GameDevice.AllDevices.ForEach(dev =>
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{
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if (dev is CableAnalyser)
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{
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probes.Add(dev.DisplayName);
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}
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});
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return probes;
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}
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}
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public class LogTimer : IDisposable
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{
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private readonly DateTime _startTime = DateTime.Now;
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private string _action;
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public LogTimer(string action)
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{
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RemoteControl.Log($"Beginning {action}");
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_action = action;
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}
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public void Dispose()
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{
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var endTime = DateTime.Now;
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var elapsed = endTime - _startTime;
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Debug.Log($"Time taken for {_action}: " + elapsed);
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}
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}
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}
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