Esempio n. 1
0
        private void StartPathing(IMap map, Job job, IJobFit[] fits)
        {
#if DEBUG
            Debug.WriteLine("JobManager:StartPathing");
#endif

            if (fits.Length > _foundRoutes.Length)
            {
                _foundRoutes = new Route[fits.Length];
                _fitness     = new int[fits.Length];
            }
            _pendingRoutes = fits.Length;

            for (int i = 0; i < fits.Length; i++)
            {
                IJobFit      fit      = fits[i];
                Activity     activity = job.Activities[0];
                ActivityStep step     = activity.Steps[0];
                ref MapCell  location = ref map.GetCell(fit.LocationColumn, fit.LocationRow);
                ref MapCell  target   = ref map.GetCell(step.Column, step.Row);
Esempio n. 2
0
        private void Run()
        {
            _isRunning = true;
#if DEBUG
            Started?.Invoke(this, EventArgs.Empty);
#endif
            while (!_terminated)
            {
                Job?job = GetNextJob();
                while (job != default)
                {
                    IMap map = _mapProvider.Current();

                    // All the people available to handle the job
                    IJobFit[] fits = _jobFitProvider.GetAvailable();
                    // Of those, the people who could possibly handle the job
                    // (ie - has the right skill)
                    fits = FilterSuitable(job, fits);

                    if (fits.Length == 0)
                    {
                        // No one available to handle the job
                        // Re-queue it and leave
                        AddJob(job);
                        break;
                    }

                    // Now we calculate the distance to the job for everyone
                    // left, eventually blocking until the pathing is complete.
                    StartPathing(map, job, fits);
                    // Non-path fitness is "suitability" for the job.  ie - Those
                    // with higher skills are more fit than those with lower skills.
                    CalculateNonPathFit(job, fits);
                    while (!PathingComplete() && !_terminated)
                    {
                        _gate.WaitOne();
                    }

                    IJobFit handler = fits[FindJobFit(fits)];

                    if (handler == default(IJobFit))
                    {
                        // We couldn't find a handler for this job so we should
                        // put it in the blocked jobs to be re-queued periodically
                        // TODO: create a blocked job queue
                    }
                    else
                    {
                        Job?oldJob = handler.AssignJob(job);
                        if (oldJob != default)
                        {
                            // We assigned them a new job before they started the
                            // old one, so requeue this one
                            AddJob(oldJob);
                        }
                    }

                    if (!_terminated)
                    {
                        ClearFoundRoutes();
                        job = GetNextJob();
                    }
                    else
                    {
                        job = default;
                    }
                }

                if (!_terminated)
                {
                    _gate.WaitOne(1000);                       // Automatically unlock after 1s just in case
                }
            }
            _isRunning = false;
#if DEBUG
            Stopped?.Invoke(this, EventArgs.Empty);
#endif
        }