public async Task <WayTile> GetTile(long tileId, int zoom) { string path = $"waytiles/{tileId}.json"; string cachedJson = await _blobStoreService.GetText(path, throwIfNotFound : false); if (!string.IsNullOrWhiteSpace(cachedJson)) { var result = JsonSerializer.Deserialize <WayTile>(cachedJson); return(result); } var newTile = await _wayTileService.GetTile(tileId, zoom); string newJson = JsonSerializer.Serialize(newTile); await _blobStoreService.StoreText(path, newJson); return(newTile); }
public async Task UpdateAgent(string agentId, AgentCommand command) { _logger.LogInformation($"Updating agent {agentId}"); string agentJson = await _blobStoreService.GetText($"agents/{agentId}.json").ConfigureAwait(false); if (string.IsNullOrWhiteSpace(agentJson)) { throw new ArgumentException($"Unknown agent: {agentId}"); } var agent = JsonSerializer.Deserialize <MapAgent>(agentJson); string pathJson = await _blobStoreService.GetText(BuildPathPath(agentId), throwIfNotFound : false).ConfigureAwait(false); var oldPath = string.IsNullOrWhiteSpace(pathJson) ? new MapAgentPath() : JsonSerializer.Deserialize <MapAgentPath>(pathJson); var newPath = new MapAgentPath(); long pathUnixMs = GeoMath.UnixMs(); long pathMs = 0; double pathMeters = 0; // Keep all points that are in the future - and one point in the past so we can interpolate the line segment List <GeoCoord> visitedPoints = new List <GeoCoord>(); long msPrev = -1; for (int i = 0; i < oldPath.PointAbsTimestampMs.Count; ++i) { bool pointIsInTheFuture = oldPath.PointAbsTimestampMs[i] >= pathUnixMs; bool nextPointIsInTheFuture = i < oldPath.PointAbsTimestampMs.Count - 1 && oldPath.PointAbsTimestampMs[i + 1] >= pathUnixMs; bool keepPoint = pointIsInTheFuture || nextPointIsInTheFuture; if (keepPoint) { pathUnixMs = oldPath.PointAbsTimestampMs[i]; newPath.PointAbsTimestampMs.Add(pathUnixMs); newPath.Points.Add(oldPath.Points[i]); long msCurrent = oldPath.PointAbsTimestampMs[i]; if (msPrev != -1) { long segmentMs = msCurrent - msPrev; pathMs += segmentMs; } msPrev = msCurrent; } else { visitedPoints.Add(oldPath.Points[i]); } } // Make sure all visited lines are drawn by adding the points that are cut off. if (newPath.Points.Count > 1) { visitedPoints.Add(newPath.Points[0]); visitedPoints.Add(newPath.Points[1]); } await _mapCoverage.UpdateCoverage(visitedPoints).ConfigureAwait(false); { // If stuck, clear newPath and add a single point at or near a valid location. Then run update once from Cmd. A new valid path should now be written. //newPath.Points.Clear(); //newPath.Points.Add(new GeoCoord(6.598364, 50.078052)); //newPath.PointAbsTimestampMs.Clear(); //newPath.PointAbsTimestampMs.Add(GeoMath.UnixMs()); } if (newPath.Points.Count == 0) { // Path is out of date, nothing to keep. Reuse latest known position. int oldCount = oldPath.Points.Count; newPath.Points.Clear(); newPath.PointAbsTimestampMs.Clear(); newPath.Points.Add(oldPath.Points[oldCount - 1]); newPath.Points.Add(oldPath.Points[oldCount - 1]); newPath.PointAbsTimestampMs.Add(GeoMath.UnixMs()); } // Start path here var startPoint = newPath.Points.Last(); var startNode = await _worldGraph.GetNearbyNode(startPoint).ConfigureAwait(false); List <GeoCoord> deadEndDebugSegments = new List <GeoCoord>(); List <GeoCoord> possibleWayoutDebugSegments = new List <GeoCoord>(); double prevBearing = double.MaxValue; List <WayTileNode> conn = null; WayTileNode prevNode = null; WayTileNode node = startNode; WayTileNode nextNode = null; while (true) { conn = await _worldGraph.GetNodeConnections(node).ConfigureAwait(false); var options = conn.Select(x => new Option { Node = x }).ToList(); // Don't go back if we can go forward if (options.Count > 1) { options = options.Where(x => x.Node != prevNode).ToList(); } foreach (var option in options) { var(deadEndFound, unexploredNodeFound, visitedNodesFound, unvisitedNodesFound, totalVisitCount, exploredSegments) = await _graphPeek.Peek(node, option.Node).ConfigureAwait(false); double bearing = GeoMath.CalculateBearing(node.Point, option.Node.Point); option.BearingDiff = Math.Abs(bearing - prevBearing); option.IsDeadEnd = deadEndFound; option.UnvisitedCount = unvisitedNodesFound; option.VisitedCount = visitedNodesFound; option.TotalVisitCount = totalVisitCount; option.UnvisitedPct = visitedNodesFound == 0 ? 100 : (double)unvisitedNodesFound / visitedNodesFound; // Absolute score - number of new nodes scores high. option.Score = (unvisitedNodesFound - totalVisitCount) + _rnd.Next(0, 5); // Add a little randomness // Percentage score - small dead ends scores high. //option.Score = ((unvisitedNodesFound + visitedNodesFound) / ((double)totalVisitCount + 1)) + _rnd.NextDouble() * 0.1; // Add a little randomness } // Scores should reflect the direction with the most unexplored nodes. Higher = better. // If nothing was explored score = unvisitedNodesFound + visitedNodesFound // If everything was explored exactly once, score = 1. Will go below 1 when visitcount gets bigger than 1. // If there are no detected unexplored areas nearby, prefer to go straight ahead to cover some ground quickly. bool preferStraight = false; bool onlyAlreadyExploredOptions = !options.Any(x => x.Score > 1.0); if (onlyAlreadyExploredOptions) { long minVisitCount = options.Min(x => x.Node.VisitCount ?? 0); bool allEqual = options.All(x => x.Node.VisitCount == minVisitCount); if (allEqual) { preferStraight = onlyAlreadyExploredOptions && _rnd.NextDouble() < 0.9; } else { // All are already explored, but some have higher count than others. Pick from nodes with lowest count. options = options.Where(x => x.Node.VisitCount == minVisitCount).ToList(); } } else { // Pick best score options = options.OrderByDescending(x => x.Score).ToList(); } // Most of the time select element 0, but sometimes randomly select another int maxIdx = options.Count > 1 ? 1 : 0; int selectedIdx = _rnd.NextDouble() < 0.75 ? 0 : _rnd.Next(0, maxIdx + 1); nextNode = options[selectedIdx].Node; prevNode = node; node = nextNode; prevBearing = GeoMath.CalculateBearing(prevNode.Point, node.Point); double segmentMeters = GeoMath.MetersDistanceTo(prevNode.Point, node.Point); long segmentMs = (long)((segmentMeters / agent.MetersPerSecond) * 1000); newPath.Points.Add(node.Point); pathUnixMs += segmentMs; newPath.PointAbsTimestampMs.Add(pathUnixMs); pathMeters += segmentMeters; pathMs += segmentMs; if (pathMs >= 60 * 10 * 1000) // 10 minutes per path { break; } } //if (deadEndDebugSegments.Count > 0) //{ // string geo = GeoJsonBuilder.Segments(deadEndDebugSegments); // await _blobStoreService.StoreText($"debug/skipped-deadends/deadends-{deadEndDebugSegments.Count}-{DateTime.UtcNow.Ticks}.json", geo).ConfigureAwait(false); //} //if (possibleWayoutDebugSegments.Count > 0) //{ // string geo = GeoJsonBuilder.Segments(possibleWayoutDebugSegments); // await _blobStoreService.StoreText($"debug/possible-way-out/wayout-{possibleWayoutDebugSegments.Count}-{DateTime.UtcNow.Ticks}.json", geo).ConfigureAwait(false); //} await _worldGraph.StoreUpdatedVisitCounts().ConfigureAwait(false); newPath.PathMs = pathMs; newPath.TileIds = _worldGraph.GetLoadedTiles().Select(tile => tile.Id).ToList(); newPath.EncodedPolyline = GooglePolylineConverter.Encode(newPath.Points); string newPathJson = JsonSerializer.Serialize(newPath); await _blobStoreService.StoreText(BuildPathPath(agentId), newPathJson, overwriteExisting : true).ConfigureAwait(false); //string geoJson = GeoJsonBuilder.AgentPath(newPath); //await _blobStoreService.StoreText(BuildGeoJsonPathPath(agentId), geoJson, overwriteExisting: true).ConfigureAwait(false); var clientPath = new AgentClientPath { MsStart = newPath.PointAbsTimestampMs.First(), MsEnd = newPath.PointAbsTimestampMs.Last(), EncodedPolyline = newPath.EncodedPolyline }; string clientPathJson = JsonSerializer.Serialize(clientPath); await _blobStoreService.StoreText(BuildClientPathPath(agentId), clientPathJson, overwriteExisting : true).ConfigureAwait(false); await TryTakeSelfie(oldPath.Points).ConfigureAwait(false); }
async Task SaveSelfieDto(SelfieDateDto dto) { string path = GetSelfiePath(); await _blobStoreService.StoreText(path, JsonSerializer.Serialize(dto)).ConfigureAwait(false); }