コード例 #1
0
ファイル: Checker.cs プロジェクト: emehiel/Horizon
        /// <summary>
        /// Determine if the system can execute the proposed schedule
        /// </summary>
        /// <param name="system"></param>
        /// <param name="proposedSchedule"></param>
        /// <returns></returns>
        public static bool CheckSchedule(SystemClass system, SystemSchedule proposedSchedule)
        {
            // Iterate through Subsystem Nodes and set that they havent run
            foreach (var subsystem in system.Subsystems)
                subsystem.IsEvaluated = false;

            // Iterate through constraints
            foreach (var constraint in system.Constraints)
            {
                foreach (Subsystem sub in constraint.Subsystems)
                {
                    if (!checkSub(sub, proposedSchedule, system.Environment))
                        return false;
                    if (!CheckConstraints(system, proposedSchedule, constraint))
                        return false;
                    //if (!constraint.accepts(proposedSchedule))
                    //    return false;
                }
            }
            // Check the remaining Subsystems that aren't included in any Constraints
            if (!checkSubs(system.Subsystems, proposedSchedule, system.Environment))
                return false;

            return true;
        }
コード例 #2
0
ファイル: SystemClass.cs プロジェクト: emehiel/Horizon
 /// <summary>
 /// Copy Constructor for the System Class
 /// </summary>
 /// <param name="other"></param>
 public SystemClass(SystemClass other){
     SystemClass copy = DeepCopy.Copy<SystemClass>(other);
     Assets = copy.Assets;
     Subsystems = copy.Subsystems;
     Constraints = copy.Constraints;
     Environment = copy.Environment;
     ThreadNum = copy.ThreadNum;
 }
コード例 #3
0
ファイル: Access.cs プロジェクト: emehiel/Horizon
 /// <summary>
 /// PreGenerate all Accesses from all Assets to all Tasks based on a simple Line of Sight model.  Access is based on Line of Sight, a spherical Earth and the current ECI
 /// position of the Asset and the Task.Target.DynamicState
 /// </summary>
 /// <param name="system">The system underconsideration</param>
 /// <param name="tasks"></param>
 /// <param name="startTime"></param>
 /// <param name="endTime"></param>
 /// <param name="stepTime"></param>
 public static Stack<Access> pregenerateAccessesByAsset(SystemClass system, Stack<Task> tasks, double startTime, double endTime, double stepTime)
 {
     Stack<Access> accessesByAsset = new Stack<Access>();
     // For all assets...
     foreach (Asset asset in system.Assets)
     {
         // ...for all tasks...
         foreach (Task task in tasks)
         {
             // ...for all time....    
             for (double accessTime = SimParameters.SimStartSeconds; accessTime <= SimParameters.SimEndSeconds; accessTime += SchedParameters.SimStepSeconds)
             {
                 // create a new access, or extend the access endTime if this is an update to an existing access
                 bool hasAccess = Utilities.GeometryUtilities.hasLOS(asset.AssetDynamicState.PositionECI(accessTime), task.Target.DynamicState.PositionECI(accessTime));
                 if (hasAccess)
                 {
                     bool isNewAccess;
                     if (accessesByAsset.Count == 0 || accessTime == SimParameters.SimStartSeconds || accessesByAsset.Peek().Task.Target.Name != task.Target.Name)
                         isNewAccess = true;
                     else
                         isNewAccess = (accessTime - accessesByAsset.Peek().AccessEnd) > SchedParameters.SimStepSeconds;
                     if (isNewAccess)
                     {
                         Access newAccess = new Access(asset, task);
                         newAccess.AccessStart = accessTime;
                         newAccess.AccessEnd = accessTime;
                         accessesByAsset.Push(newAccess);
                     }
                     else  // extend the access
                         accessesByAsset.Peek().AccessEnd = accessTime;
                 }
             }
         }
     }
     return accessesByAsset;
 }
コード例 #4
0
ファイル: Program.cs プロジェクト: emehiel/Horizon
        static int Main(string[] args)
        {
            // Begin the Logger
            ILog log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
            log.Info("STARTING HSF RUN"); //Do not delete

            // Set Defaults
            var simulationInputFilePath = @"..\..\..\SimulationInput.XML";
            var targetDeckFilePath = @"..\..\..\v2.2-300targets.xml";
            var modelInputFilePath = @"..\..\..\DSAC_Static.xml";
            bool simulationSet = false, targetSet = false, modelSet = false;

            // Get the input filenames
            int i = 0;
            foreach(var input in args)
            {
                i++;
                switch (input)
                {
                    case "-s":
                        simulationInputFilePath = args[i];
                        simulationSet = true;
                        break;
                    case "-t":
                        targetDeckFilePath = args[i];
                        targetSet = true;
                        break;
                    case "-m":
                        modelInputFilePath = args[i];
                        modelSet = true;
                        break;
                }
            }
            ///add usage statement

            if (!simulationSet)
            {
                log.Info("Using Default Simulation File");
            }

            if (!targetSet)
            {
                log.Info("Using Default Target File");
            }

            if (!modelSet)
            {
                log.Info("Using Default Model File");
            }


            // Initialize Output File
            var outputFileName = string.Format("output-{0:yyyy-MM-dd}-*", DateTime.Now);
            var outputPath = @"C:\HorizonLog\";
            var txt = ".txt";
            string[] fileNames = System.IO.Directory.GetFiles(outputPath, outputFileName, System.IO.SearchOption.TopDirectoryOnly);
            double number = 0;
            foreach (var fileName in fileNames)
            {
                char version = fileName[fileName.Length - txt.Length-1];
                if(number < Char.GetNumericValue(version))
                    number = Char.GetNumericValue(version);
            }
            number++;
            outputFileName = outputFileName.Remove(outputFileName.Length - 1) + number;
            outputPath += outputFileName + txt;
            // Find the main input node from the XML input files
            XmlNode evaluatorNode = XmlParser.ParseSimulationInput(simulationInputFilePath);

            // Load the target deck into the targets list from the XML target deck input file
            Stack<Task> systemTasks = new Stack<Task>();
            bool targetsLoaded = Task.loadTargetsIntoTaskList(XmlParser.GetTargetNode(targetDeckFilePath), systemTasks);
            if (!targetsLoaded)
            {
                return 1;
            }

            // Find the main model node from the XML model input file
            var modelInputXMLNode = XmlParser.GetModelNode(modelInputFilePath);

            // Load the environment. First check if there is an ENVIRONMENT XMLNode in the input file
            Universe SystemUniverse = null;

            //Create singleton dependency dictionary
            Dependency dependencies = Dependency.Instance;

            // Initialize List to hold assets and subsystem nodes
            List<Asset> assetList = new List<Asset>();
            List<Subsystem> subList = new List<Subsystem>();

            // Maps used to set up preceeding nodes
            Dictionary<ISubsystem, XmlNode> subsystemXMLNodeMap = new Dictionary<ISubsystem, XmlNode>();
            Dictionary<string, Subsystem> subsystemMap = new Dictionary<string, Subsystem>();
            List<KeyValuePair<string, string>> dependencyMap = new List<KeyValuePair<string, string>>();
            List<KeyValuePair<string, string>> dependencyFcnMap = new List<KeyValuePair<string, string>>();
            // Dictionary<string, ScriptedSubsystem> scriptedSubNames = new Dictionary<string, ScriptedSubsystem>();

            // Create Constraint list 
            List<Constraint> constraintsList = new List<Constraint>();

            //Create Lists to hold all the initial condition and dependency nodes to be parsed later
            List<XmlNode> ICNodes = new List<XmlNode>();
            List<XmlNode> DepNodes = new List<XmlNode>();
            SystemState initialSysState = new SystemState();

            // Set up Subsystem Nodes, first loop through the assets in the XML model input file
            foreach (XmlNode modelChildNode in modelInputXMLNode.ChildNodes)
            {
                if (modelChildNode.Name.Equals("ENVIRONMENT"))
                {
                    // Create the Environment based on the XMLNode
                    SystemUniverse = new Universe(modelChildNode);
                }
                if (modelChildNode.Name.Equals("ASSET"))
                {
                    Asset asset = new Asset(modelChildNode);
                    assetList.Add(asset);
                    // Loop through all the of the ChildNodess for this Asset
                    foreach (XmlNode childNode in modelChildNode.ChildNodes)
                    {
                        // Get the current Subsystem XML Node, and create it using the SubsystemFactory
                        if (childNode.Name.Equals("SUBSYSTEM"))
                        {  //is this how we want to do this?
                            // Check if the type of the Subsystem is scripted, networked, or other
                            string subName = SubsystemFactory.GetSubsystem(childNode, dependencies, asset, subsystemMap);
                            foreach (XmlNode ICorDepNode in childNode.ChildNodes)
                            {
                                if(ICorDepNode.Name.Equals("IC"))
                                    ICNodes.Add(ICorDepNode);
                                if (ICorDepNode.Name.Equals("DEPENDENCY"))
                                {
                                    string depSubName = "", depFunc = "";
                                    depSubName = Subsystem.parseNameFromXmlNode(ICorDepNode, asset.Name) ;
                                    dependencyMap.Add(new KeyValuePair<string, string>(subName, depSubName));

                                    if (ICorDepNode.Attributes["fcnName"] != null)
                                    {
                                        depFunc = ICorDepNode.Attributes["fcnName"].Value.ToString();
                                        dependencyFcnMap.Add(new KeyValuePair<string, string>(subName, depFunc));
                                    }
                                }  
                            }
                        }
                        //Create a new Constraint
                        if (childNode.Name.Equals("CONSTRAINT"))
                        {
                            constraintsList.Add(ConstraintFactory.GetConstraint(childNode, subsystemMap, asset));
                        }
                    }
                    if (ICNodes.Count > 0)
                        initialSysState.Add(SystemState.setInitialSystemState(ICNodes, asset));
                    ICNodes.Clear();
                }
            }
            if (SystemUniverse == null)
                SystemUniverse = new Universe();

            foreach (KeyValuePair<string, Subsystem> sub in subsystemMap)
            {
                if(!sub.Value.GetType().Equals(typeof(ScriptedSubsystem)))//let the scripted subsystems add their own dependency collector
                    sub.Value.AddDependencyCollector();
                subList.Add(sub.Value);
            }
            log.Info("Subsystems and Constraints Loaded");

            //Add all the dependent subsystems to the dependent subsystem list of the subsystems
            foreach (KeyValuePair<string, string> depSubPair in dependencyMap)
            {
                Subsystem subToAddDep, depSub;
                subsystemMap.TryGetValue(depSubPair.Key, out subToAddDep);
                subsystemMap.TryGetValue(depSubPair.Value, out depSub);
                subToAddDep.DependentSubsystems.Add(depSub);
            }

            //give the dependency functions to all the subsytems that need them
            foreach (KeyValuePair<string, string> depFunc in dependencyFcnMap)
            {
                Subsystem subToAddDep;
                subsystemMap.TryGetValue(depFunc.Key, out subToAddDep);
                subToAddDep.SubsystemDependencyFunctions.Add(depFunc.Value, dependencies.GetDependencyFunc(depFunc.Value));
            }
            log.Info("Dependencies Loaded");

            SystemClass simSystem = new SystemClass(assetList, subList, constraintsList, SystemUniverse);

            if (simSystem.CheckForCircularDependencies())
                throw new NotFiniteNumberException("System has circular dependencies! Please correct then try again.");

            Evaluator schedEvaluator = EvaluatorFactory.GetEvaluator(evaluatorNode, dependencies);
            Scheduler scheduler = new Scheduler(schedEvaluator);
            List<SystemSchedule> schedules = scheduler.GenerateSchedules(simSystem, systemTasks, initialSysState);
            // Evaluate the schedules and set their values
            foreach (SystemSchedule systemSchedule in schedules)
            {
                systemSchedule.ScheduleValue = schedEvaluator.Evaluate(systemSchedule);
                bool canExtendUntilEnd = true;
                // Extend the subsystem states to the end of the simulation 
                foreach (var subsystem in simSystem.Subsystems)
                {
                    if(systemSchedule.AllStates.Events.Count >0)
                        if (!subsystem.CanExtend(systemSchedule.AllStates.Events.Peek(), simSystem.Environment, SimParameters.SimEndSeconds))
                            log.Error("Cannot Extend " + subsystem.Name + " to end of simulation");
                }
            }

            // Sort the sysScheds by their values
            schedules.Sort((x, y) => x.ScheduleValue.CompareTo(y.ScheduleValue));
            schedules.Reverse();
            double maxSched = schedules[0].ScheduleValue;
            i = 0;
            //Morgan's Way
            using (StreamWriter sw = File.CreateText(outputPath))
            {
                foreach (SystemSchedule sched in schedules)
                {
                    sw.WriteLine("Schedule Number: " + i + "Schedule Value: " + schedules[i].ScheduleValue);
                    foreach (var eit in sched.AllStates.Events)
                    {
                        if (i < 5)//just compare the first 5 schedules for now
                        { 
                            sw.WriteLine(eit.ToString());
                        }
                    }
                    i++;
            }
            log.Info("Max Schedule Value: " + maxSched);
            }

            // Mehiel's way
            string stateDataFilePath = @"C:\HorizonLog\" + string.Format("output-{0:yyyy-MM-dd-hh-mm-ss}", DateTime.Now);
            SystemSchedule.WriteSchedule(schedules[0], stateDataFilePath);

            var csv = new StringBuilder();
            csv.Clear();
            foreach (var asset in simSystem.Assets)
            {
                File.WriteAllText(@"..\..\..\" + asset.Name + "_dynamicStateData.csv", asset.AssetDynamicState.ToString());
            }
            return 0;
            //   Console.ReadKey();
        }
コード例 #5
0
ファイル: Scheduler.cs プロジェクト: emehiel/Horizon
        /// <summary>
        /// Generate schedules by adding a new event to the end of existing ones
        /// Create a new system schedule list by adding each of the new Task commands for the Assets onto each of the old schedules
        /// </summary>
        /// <param name="system"></param>
        /// <param name="tasks"></param>
        /// <param name="initialStateList"></param>
        /// <returns></returns>
        public virtual List<SystemSchedule> GenerateSchedules(SystemClass system, Stack<Task> tasks, SystemState initialStateList)
        {
            log.Info("SIMULATING... ");
            // Create empty systemSchedule with initial state set
            SystemSchedule emptySchedule = new SystemSchedule(initialStateList);
            List<SystemSchedule> systemSchedules = new List<SystemSchedule>();
            systemSchedules.Add(emptySchedule);

            // if all asset position types are not dynamic types, can pregenerate accesses for the simulation
            bool canPregenAccess = true;

            foreach (var asset in system.Assets)
            {
                if(asset.AssetDynamicState != null)
                    canPregenAccess &= asset.AssetDynamicState.Type != HSFUniverse.DynamicStateType.DYNAMIC_ECI && asset.AssetDynamicState.Type != HSFUniverse.DynamicStateType.DYNAMIC_LLA;
                else
                    canPregenAccess = false;
            }

            // if accesses can be pregenerated, do it now
            Stack<Access> preGeneratedAccesses = new Stack<Access>();
            Stack<Stack<Access>> scheduleCombos = new Stack<Stack<Access>>();

            if (canPregenAccess)
            {
                log.Info("Pregenerating Accesses...");
                //DWORD startPregenTickCount = GetTickCount();

                preGeneratedAccesses = Access.pregenerateAccessesByAsset(system, tasks, _startTime, _endTime, _stepLength);
                //DWORD endPregenTickCount = GetTickCount();
                //pregenTimeMs = endPregenTickCount - startPregenTickCount;
                //writeAccessReport(access_pregen, tasks); - TODO:  Finish this code - EAM
                log.Info("Done pregenerating accesses");
            }
            // otherwise generate an exhaustive list of possibilities for assetTaskList
            else
            {
                log.Info("Generating Exhaustive Task Combinations... ");
                Stack<Stack<Access>> exhaustive = new Stack<Stack<Access>>();
                Stack<Access> allAccesses = new Stack<Access>(tasks.Count);

                foreach (var asset in system.Assets)
                {
                    foreach (var task in tasks)
                        allAccesses.Push(new Access(asset, task));
                    allAccesses.Push(new Access(asset, null));
                    exhaustive.Push(allAccesses);
                    allAccesses.Clear();
                }

                scheduleCombos = (Stack<Stack<Access>>)exhaustive.CartesianProduct();
                log.Info("Done generating exhaustive task combinations");
            }

            /// TODO: Delete (or never create in the first place) schedules with inconsistent asset tasks (because of asset dependencies)

            // Find the next timestep for the simulation
            //DWORD startSchedTickCount = GetTickCount();
            int i = 1;
            List<SystemSchedule> potentialSystemSchedules = new List<SystemSchedule>();
            List<SystemSchedule> systemCanPerformList = new List<SystemSchedule>();
            for (double currentTime = _startTime; currentTime < _endTime; currentTime += _stepLength)
            {
                log.Info("Simulation Time " + currentTime);
                // if accesses are pregenerated, look up the access information and update assetTaskList
                if (canPregenAccess)
                    scheduleCombos = GenerateExhaustiveSystemSchedules(preGeneratedAccesses, system, currentTime);

                // Check if it's necessary to crop the systemSchedule list to a more managable number
                if (systemSchedules.Count > _maxNumSchedules)
                {
                    log.Info("Cropping Schedules...");
                    CropSchedules(systemSchedules, ScheduleEvaluator, emptySchedule);
                    systemSchedules.Add(emptySchedule);
                }

                // Generate an exhaustive list of new tasks possible from the combinations of Assets and Tasks
                //TODO: Parallelize this.
                int k = 0;

                foreach (var oldSystemSchedule in systemSchedules)
                {
                    potentialSystemSchedules.Add(new SystemSchedule( new StateHistory(oldSystemSchedule.AllStates)));
                    foreach (var newAccessStack in scheduleCombos)
                    {
                        k++;
                        if (oldSystemSchedule.CanAddTasks(newAccessStack, currentTime))
                        {
                            var CopySchedule = new StateHistory(oldSystemSchedule.AllStates);
                            potentialSystemSchedules.Add(new SystemSchedule(CopySchedule, newAccessStack, currentTime));
                            // oldSched = new SystemSchedule(CopySchedule);
                        }

                    }
                }

                int numSched = 0;
                foreach (var potentialSchedule in potentialSystemSchedules)
                {


                    if (Checker.CheckSchedule(system, potentialSchedule))
                        systemCanPerformList.Add(potentialSchedule);
                    numSched++;
                }
                foreach (SystemSchedule systemSchedule in systemCanPerformList)
                    systemSchedule.ScheduleValue = ScheduleEvaluator.Evaluate(systemSchedule);

                systemCanPerformList.Sort((x, y) => x.ScheduleValue.CompareTo(y.ScheduleValue));
                systemCanPerformList.Reverse();
                // Merge old and new systemSchedules
                var oldSystemCanPerfrom = new List<SystemSchedule>(systemCanPerformList);
                systemSchedules.InsertRange(0, oldSystemCanPerfrom);//<--This was potentialSystemSchedules
                potentialSystemSchedules.Clear();
                systemCanPerformList.Clear();
                // Print completion percentage in command window
                Console.WriteLine("Scheduler Status: {0}% done; {1} schedules generated.", 100 * currentTime / _endTime, systemSchedules.Count);
            }
            return systemSchedules;
        }
コード例 #6
0
ファイル: Scheduler.cs プロジェクト: emehiel/Horizon
        /// <summary>
        /// Return all possible combinations of performing Tasks by Asset at current simulation time
        /// </summary>
        /// <param name="currentAccessForAllAssets"></param>
        /// <param name="system"></param>
        /// <param name="currentTime"></param>
        /// <returns></returns>
        public static Stack<Stack<Access>> GenerateExhaustiveSystemSchedules(Stack<Access> currentAccessForAllAssets, SystemClass system, double currentTime)
        {
            // A stack of accesses stacked by asset
            Stack<Stack<Access>> currentAccessesByAsset = new Stack<Stack<Access>>();
            foreach (Asset asset in system.Assets)
                currentAccessesByAsset.Push(Access.getCurrentAccessesForAsset(currentAccessForAllAssets, asset, currentTime));

            IEnumerable<IEnumerable<Access>> allScheduleCombos = currentAccessesByAsset.CartesianProduct();

            Stack<Stack<Access>> allOfThem = new Stack<Stack<Access>>();
            foreach (var accessStack in allScheduleCombos)
            {
                Stack<Access> someOfThem = new Stack<Access>(accessStack);
                allOfThem.Push(someOfThem);
            }

            return allOfThem;
        }
コード例 #7
0
ファイル: Checker.cs プロジェクト: emehiel/Horizon
 /// <summary>
 /// Check if the constraint has been violated in progressing the state of the system
 /// </summary>
 /// <param name="system"></param>
 /// <param name="proposedSchedule"></param>
 /// <param name="constraint"></param>
 /// <returns></returns>
 private static bool CheckConstraints(SystemClass system, SystemSchedule proposedSchedule, Constraint constraint)
 {
     if (!constraint.Accepts(proposedSchedule.AllStates.GetLastState()))
     {
         // TODO: Change this to logger
         // HSFLogger.Log(new HSFLogData(constraint, subsystem, task, value, time));
         Console.WriteLine("Constraint Failed");
         return false;
     }
     return true;
 }