public ActionResult PostMachineEvent2(string assetID, string state, string ticks) { try { if (assetID != null && state != null && ticks != null) { MachineEvent _mEvent = new MachineEvent(); _mEvent.assetID = assetID; _mEvent.state = state; _mEvent.ticks = ticks; //context db = new context(); //db.machineEvents.Add(_mEvent); //db.SaveChanges(); Random rnd = new Random(600000); string recordID = rnd.NextDouble().ToString(); return(Json(recordID)); } else { return(Json("-1")); } } catch (Exception ex) { return(Json(ex.ToString())); } }
public ActionResult PostMachineEvent(MachineEvent machineEvent) { try { if (ModelState.IsValid) { try { context db = new context(); db.machineEvents.Add(machineEvent); db.SaveChanges(); return(Json(1)); } catch (Exception ex) { return(Json(ex.ToString())); } } else { return(Json(0)); } } catch (Exception ex) { return(Json(ex.ToString())); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { machines = GameObject.FindGameObjectsWithTag("Machine"); NPC = animator.gameObject; thisAnimator = NPC.GetComponent <Animator>(); assignmentScript = NPC.GetComponent <AssignmentHandler>(); myNumber = assignmentScript.GetAssignedNumber(); machineScript = machines[myNumber].GetComponent <MachineEvent>(); Debug.Log("I'm doing laundry"); }
public ActionResult Index() { MachineEvent _event = new MachineEvent(); _event.assetID = "94200"; _event.state = "RUNNING"; _event.ticks = DateTime.Now.Ticks.ToString(); context db = new context(); db.machineEvents.Add(_event); db.SaveChanges(); return(Json(_event, JsonRequestBehavior.AllowGet)); }
public override void OnMachineEvent(MachineId machineId, string currentStateName, string eventName) { base.OnMachineEvent(machineId, currentStateName, eventName); MachineEvent?.Invoke(machineId, currentStateName, eventName); }
private static void setSystemStateToDown(DateTime time, Configuration config, SparkQueue sparkQueue) { Debug.WriteLine("DOWN DOWN DOWN DOWN"); // TODO Conside doing something with an output here currentSystemState = SystemState.DOWN; timeOfLastSystemStateChange = time; numberOfHeartBeatsSinceLastStateChange = 0; MachineEvent evt = new MachineEvent { AssetID = config.AssetNumber, state = "DOWN", ticks = DateTime.Now.Ticks.ToString() }; //sparkQueue.Enqueue(@"assetID=" + config.AssetNumber + "&state=" + evt.state + "&ticks=" + evt.ticks.ToString() + "&blnNetworkUp=" + network.NetworkUp.ToString() + "&blntimeupdated=" + Program.time.TimeUpdated.ToString()); sparkQueue.Enqueue(@"assetID=" + config.AssetNumber + "&state=" + evt.state + "&ticks=" + evt.ticks.ToString()); //Thread threadRecordStateInMachineStateLog = new Thread(new ThreadStart(UpdateMachineStateOnSDCard)); //threadRecordStateInMachineStateLog.Start(); }
private static void setSystemSateToRun(DateTime time, Configuration config, SparkQueue sparkQueue) { // TODO Conside doing something with an output here Debug.WriteLine("RUN RUN RUN RUN"); currentSystemState = SystemState.RUNNING; timeOfLastSystemStateChange = time; numberOfHeartBeatsSinceLastStateChange = 0; MachineEvent evt = new MachineEvent { AssetID = config.AssetNumber, state = "RUNNING", ticks = DateTime.Now.Ticks.ToString() }; sparkQueue.Enqueue(@"assetID=" + config.AssetNumber + "&state=" + evt.state + "&ticks=" + evt.ticks.ToString()); //+ "&blnNetworkUp=" + network.NetworkUp.ToString() + "&blntimeupdated=" + Program.time.TimeUpdated.ToString()); }