public void informActionRunning(AID agent, ActionNode action) { //check if procedure will advance if this action is made bool canAdvance = true; ActionNode actionToRun = null; MascaretApplication.Instance.VRComponentFactory.Log("Start : " + action.getFullName()); // Test if action owned by agent if (action.Partitions[0].name == agentToPartition[agent.toString()].name) actionToRun = action; else MascaretApplication.Instance.VRComponentFactory.Log( "This action " + action.getFullName() + " doesn't belong to agent " + agent.toString()); if (actionToRun != null) { //check if procedure can advance (action is reachable from the previous done actions) List<ActionNode> possibleNextActions = getActionToExecuteFor(agent); for (int i=0; i<possibleNextActions.Count; ++i) { if (actionToRun == possibleNextActions[i]) { canAdvance = true; break; } } } if (canAdvance) { //save the running action in the list actionsRunning.Add(new KeyValuePair<string, ActionNode>(agent.toString(), action)); //TODO: appologise because the hack is not so beautiful. the good part is that it works fine :) //update next reachable nodes list, if their current location is not a dead end (this caused problems with loopnodes for example...) //-- the problem was that loopnodes must not be restarted/skipped until the effect of its actions is understood. this is not the case with decision nodes for example ActionNode doneAction = action; if (doneAction != null) { bool advancedToken = false; for (int i = 0; i < activeTokens.Count; ++i) { if ((activeTokens[i].outgoingEdge == null) || (activeTokens[i].outgoingEdge.Target.getOutgoingControlFlowEdges().Count == 0)) { continue; //skip deadends } //try to advance //if (ACTIVATE_DEBUG_CONSOLE_OUTPUT_TOKENS) cerr << "> trying to advance token " << (i+1) << "/" << _activeTokens.size() << " from " << _activeTokens[i]->currentLocation->getName() << endl; ActivityExecutionToken token = activeTokens[i]; if (tryToAdvanceToken(token, doneAction, true)) { //if (ACTIVATE_DEBUG_CONSOLE_OUTPUT_TOKENS) cerr << " >> advanced token " << (i+1) << "/" << _activeTokens.size() << " to " << _activeTokens[i]->currentLocation->getName() << endl; activeTokens[i] = token; advancedToken = true; } } if (advancedToken) { //add to "done" list actionsDone.Add(doneAction); MascaretApplication.Instance.VRComponentFactory.Log("AllActionsDone : " + agent.toString()); if (!allActionsDone.ContainsKey(agent.toString())) allActionsDone.Add(agent.toString(), new List<ActionNode>()); allActionsDone[agent.toString()].Add(doneAction); MascaretApplication.Instance.VRComponentFactory.Log("allActionsDoneTimestamps : " + agent.toString()); if (!allActionsDoneTimestamps.ContainsKey(agent.toString())) allActionsDoneTimestamps.Add(agent.toString(),new List<TimeExpression>()); allActionsDoneTimestamps[agent.toString()].Add( doneAction.CurrentExecution.Finish); MascaretApplication.Instance.VRComponentFactory.Log("Done"); } else { //if (ACTIVATE_GENERAL_DEBUG) cerr << "HUSTON, WE'VE GOT A PROBLEM... no token was advanced for " << doneAction->getName() << endl; } } } }
public void informActionDone(AID agent, ActionNode action) { bool foundAndRemoved = false; //remove from "running" list for (int i = 0; i < actionsRunning.Count; ++i) { if ((actionsRunning[i].Key == agent.toString()) && (actionsRunning[i].Value.getFullName() == action.getFullName())) { actionsRunning.RemoveAt(i); foundAndRemoved = true; break; } } //Debug.Log(" IAD : " + activeTokens.Count); if (foundAndRemoved) { ActionNode doneAction = action; if (doneAction != null) { bool advancedToken = false; for (int i = 0; i < activeTokens.Count; i++) { ActivityExecutionToken token = activeTokens[i]; if (tryToAdvanceToken(token, doneAction, true)) { advancedToken = true; } } if (advancedToken) { //add to "done" list actionsDone.Add(doneAction); allActionsDone[agent.toString()].Add(doneAction); allActionsDoneTimestamps[agent.toString()].Add(doneAction.CurrentExecution.Finish); } else { //if (ACTIVATE_GENERAL_DEBUG) cerr << "HUSTON, WE'VE GOT A PROBLEM... no token was advanced for " << doneAction->getName() << endl; } } } }
public void informActionRunning(AID agent, ActionNode action) { //check if procedure will advance if this action is made bool canAdvance = true; ActionNode actionToRun = null; MascaretApplication.Instance.VRComponentFactory.Log("Start : " + action.getFullName()); // Test if action owned by agent if (action.Partitions[0].name == agentToPartition[agent.toString()].name) { actionToRun = action; } else { MascaretApplication.Instance.VRComponentFactory.Log("This action " + action.getFullName() + " doesn't belong to agent " + agent.toString()); } if (actionToRun != null) { //check if procedure can advance (action is reachable from the previous done actions) List <ActionNode> possibleNextActions = getActionToExecuteFor(agent); for (int i = 0; i < possibleNextActions.Count; ++i) { if (actionToRun == possibleNextActions[i]) { canAdvance = true; break; } } } if (canAdvance) { //save the running action in the list actionsRunning.Add(new KeyValuePair <string, ActionNode>(agent.toString(), action)); //TODO: appologise because the hack is not so beautiful. the good part is that it works fine :) //update next reachable nodes list, if their current location is not a dead end (this caused problems with loopnodes for example...) //-- the problem was that loopnodes must not be restarted/skipped until the effect of its actions is understood. this is not the case with decision nodes for example ActionNode doneAction = action; if (doneAction != null) { bool advancedToken = false; for (int i = 0; i < activeTokens.Count; ++i) { if ((activeTokens[i].outgoingEdge == null) || (activeTokens[i].outgoingEdge.Target.getOutgoingControlFlowEdges().Count == 0)) { continue; //skip deadends } //try to advance //if (ACTIVATE_DEBUG_CONSOLE_OUTPUT_TOKENS) cerr << "> trying to advance token " << (i+1) << "/" << _activeTokens.size() << " from " << _activeTokens[i]->currentLocation->getName() << endl; ActivityExecutionToken token = activeTokens[i]; if (tryToAdvanceToken(token, doneAction, true)) { //if (ACTIVATE_DEBUG_CONSOLE_OUTPUT_TOKENS) cerr << " >> advanced token " << (i+1) << "/" << _activeTokens.size() << " to " << _activeTokens[i]->currentLocation->getName() << endl; activeTokens[i] = token; advancedToken = true; } } if (advancedToken) { //add to "done" list actionsDone.Add(doneAction); MascaretApplication.Instance.VRComponentFactory.Log("AllActionsDone : " + agent.toString()); if (!allActionsDone.ContainsKey(agent.toString())) { allActionsDone.Add(agent.toString(), new List <ActionNode>()); } allActionsDone[agent.toString()].Add(doneAction); MascaretApplication.Instance.VRComponentFactory.Log("allActionsDoneTimestamps : " + agent.toString()); if (!allActionsDoneTimestamps.ContainsKey(agent.toString())) { allActionsDoneTimestamps.Add(agent.toString(), new List <TimeExpression>()); } allActionsDoneTimestamps[agent.toString()].Add(doneAction.CurrentExecution.Finish); MascaretApplication.Instance.VRComponentFactory.Log("Done"); } else { //if (ACTIVATE_GENERAL_DEBUG) cerr << "HUSTON, WE'VE GOT A PROBLEM... no token was advanced for " << doneAction->getName() << endl; } } } }