/// <summary> /// 分派任务 /// </summary> private async void assignTask() { try { lock (HandleTaskobje) { timerFreshTask.Enabled = false; foreach (CarMonitor car in MoniCars.Where(p => (!string.IsNullOrEmpty(p.ExcuteTaksNo)) && p.TaskDetailID >= 0)) { //将当前的任务明细更新完成 if (!string.IsNullOrEmpty(car.ExcuteTaksNo) && car.TaskDetailID != -1) { //HandTaskDetail(car.CurrSite.ToString(), car.ExcuteTaksNo, car.TaskDetailID); if (car.Sate == 0 && car.CurrSite.ToString() == car.ArmLand) { #region 更新储位状态 UnLockStorage(car, Stores); #endregion AGVSimulationDAccess.HandTaskDetail(car.AgvID, car.CurrSite.ToString(), car.ExcuteTaksNo, car.TaskDetailID); AGVSimulationDAccess.HandTaskzb(car.ExcuteTaksNo); DispatchTaskInfo CarTaskInfo = AGVSimulationDAccess.CheckTaskIsFinish(car.ExcuteTaksNo); if (CarTaskInfo == null) { car.ExcuteTaksNo = ""; } } } } Hashtable hs = new Hashtable(); //查找当前有效任务 IList <DispatchTaskInfo> tasks = AGVSimulationDAccess.LoadDispatchTask("0,1"); if (tasks != null && tasks.Count > 0) { foreach (DispatchTaskInfo task in tasks) { if (task.TaskDetail.Count <= 0) { continue; } //查找合适的AGV来领取任务 CarMonitor NoTaskCar = null; //如果任务为待处理的,就找空闲的车来执行 //如果任务是正在执行中的,则找对应的空闲agv来继续执行 //查找任务到具体任务明细 DispatchTaskDetail TaskDetail = (from a in task.TaskDetail where (a.State == 0 || a.State == 1) orderby a.DetailID ascending select a).FirstOrDefault(); if (task.TaskState == 0) { if (TaskDetail != null) { if (task.ExeAgvID != 0) { NoTaskCar = (from a in MoniCars where task.ExeAgvID == a.AgvID && !string.IsNullOrEmpty(a.CurrSite.ToString()) && (a.Sate == 0 || a.IsBack) && a.ExcuteTaksNo == "" && /*a.TaskDetailID == -1*/ getDistant(a.CurrSite.ToString(), TaskDetail.LandCode) >= 0 orderby getDistant(a.CurrSite.ToString(), TaskDetail.LandCode) ascending select a).FirstOrDefault(); } else { NoTaskCar = (from a in MoniCars where !string.IsNullOrEmpty(a.CurrSite.ToString()) && (a.Sate == 0 || a.IsBack) && a.ExcuteTaksNo == "" && /*a.TaskDetailID == -1*/ getDistant(a.CurrSite.ToString(), TaskDetail.LandCode) >= 0 orderby getDistant(a.CurrSite.ToString(), TaskDetail.LandCode) ascending select a).FirstOrDefault(); } } } else if (task.TaskState == 1) { NoTaskCar = MoniCars.FirstOrDefault(p => p.AgvID == task.ExeAgvID && ((p.Sate == 0 || p.Sate == 2 || p.IsBack))); } //找到对应的agv if (NoTaskCar != null && NoTaskCar.CurrSite > 0) { if (NoTaskCar.IsBack) { NoTaskCar.IsBack = !NoTaskCar.IsBack; } } else { continue; } //如果任务明细全部完成,那么需要将主任务状态更新并且让对应的agv回待命点 LandmarkInfo BeginLand, EndLand = null; if (TaskDetail == null) { } else { //判断一下当前小时是否就在任务地标上 if (NoTaskCar.CurrSite.ToString() == TaskDetail.LandCode && (TaskDetail.State == 0 || TaskDetail.State == 1)) { NoTaskCar.OperType = TaskDetail.OperType; NoTaskCar.PutType = TaskDetail.PutType; NoTaskCar.ArmLand = TaskDetail.LandCode; NoTaskCar.ExcuteTaksNo = TaskDetail.dispatchNo; NoTaskCar.TaskDetailID = TaskDetail.DetailID; AGVSimulationDAccess.HandTaskDetail(NoTaskCar.AgvID, TaskDetail.LandCode, TaskDetail.dispatchNo, TaskDetail.DetailID); UnLockStorage(NoTaskCar, Stores); //NoTaskCar.TaskDetailID = -1; continue; } //判断小车当前的任务明细是否允许需要等待放行命令 DispatchTaskDetail PreTaskDetail = (from a in task.TaskDetail where a.LandCode == NoTaskCar.CurrSite.ToString() orderby a.DetailID ascending select a).FirstOrDefault(); //如果不允许执行则跳过 if (PreTaskDetail != null && PreTaskDetail.IsAllowExcute == 0) { continue; } //记录当前小车的任务信息 //更新任务为执行状态 AGVSimulationDAccess.TaskHandle(task.dispatchNo, NoTaskCar.AgvID, 1, TaskDetail.LandCode, TaskDetail.DetailID); NoTaskCar.ExcuteTaksNo = task.dispatchNo; NoTaskCar.TaskDetailID = TaskDetail.DetailID; NoTaskCar.ArmLand = TaskDetail.LandCode; NoTaskCar.PutType = TaskDetail.PutType; NoTaskCar.OperType = TaskDetail.OperType; BeginLand = AllLands.FirstOrDefault(p => p.LandmarkCode == NoTaskCar.CurrSite.ToString()); EndLand = AllLands.FirstOrDefault(p => p.LandmarkCode == TaskDetail.LandCode); if (BeginLand != null && EndLand != null) { NoTaskCar.CurrRoute = DataToObject.CreateDeepCopy <List <LandmarkInfo> >(CountRoute.GetRoute(BeginLand, EndLand)); string CountRouteResult = string.Join(",", NoTaskCar.CurrRoute.Select(p => p.LandmarkCode)); LogHelper.WriteLog(CountRouteResult); if (NoTaskCar.CurrRoute.Count <= 0) { continue; } if (!Traffic.BeforStartTrafficForStop(NoTaskCar)) { Traffic.GetTrafficResour(NoTaskCar); //if (Route_Ini != null) //{ Route_Ini(NoTaskCar.CurrRoute); } NoTaskCar.StepChange += DoCar_StepChange; NoTaskCar.Start(); } } } } } else { List <CarMonitor> NoReleaseCars = MoniCars.Where(p => p.Sate != 1 && p.Sate != 2 && !string.IsNullOrEmpty(p.ExcuteTaksNo)).ToList(); foreach (CarMonitor item in NoReleaseCars) { item.ExcuteTaksNo = ""; } } List <CarMonitor> NoBackCars = MoniCars.Where(p => p.Sate != 1 && p.Sate != 2 && string.IsNullOrEmpty(p.ExcuteTaksNo) && p.CurrSite.ToString() != p.StandbyLandMark).ToList(); foreach (CarMonitor car in NoBackCars) { if (string.IsNullOrEmpty(car.StandbyLandMark)) { continue; } LandmarkInfo BeginLand = AllLands.FirstOrDefault(p => p.LandmarkCode == car.CurrSite.ToString()); LandmarkInfo EndLand = AllLands.FirstOrDefault(p => p.LandmarkCode == car.StandbyLandMark); //以车的当前地标为开始地标,待命点为结束地标规划回待命点路线 if (BeginLand == null || EndLand == null) { continue; } else { //规划路线 car.CurrRoute = DataToObject.CreateDeepCopy <List <LandmarkInfo> >(CountRoute.GetRoute(BeginLand, EndLand)); if (car.CurrRoute.Count <= 0) { continue; } if (!Traffic.BeforStartTrafficForStop(car)) { Traffic.GetTrafficResour(car); //if (Route_Ini != null) //{ Route_Ini(car.CurrRoute); } car.StepChange += DoCar_StepChange; car.Start(); } } } } } catch (Exception ex) { throw ex; } finally { timerFreshTask.Enabled = true; } }