public override PullDecision PullUnitload(Queue queueIn, UnitloadList unitloadListIn)
        {
            PullDecision decision = new PullDecision();

            //First blocked first served
            foreach (Unitload unit in unitloadListIn)
            {
                if (unit.Station.InQueue == queueIn)
                {
                    decision.Unitload = unit;
                    decision.InQueue  = unit.Station.InQueue;
                    return(decision);
                    //first one added to blocked list is found, break
                }
            }
            return(null);
        }
Пример #2
0
        //ProcessorSelectionAlgorithm
        public void Execute()
        {
            this.PreOperation();
            QueueList    queueList    = this.Manager.LayoutManager.QueuesToPull;
            UnitloadList unitloadList = this.Manager.JobManager.BlockedUnitloads;

            foreach (Queue queue in queueList)
            {
                while (queue.IsAvailable == true)
                {
                    PullDecision decision = this.PullUnitload(queue, unitloadList);
                    if (decision == null)
                    {
                        break;
                    }
                    else
                    {
                        Processor ProcessorToRelease = ((Processor)decision.Unitload.Location);
                        Unitload  unitloadToGo       = decision.Unitload;
                        //int transferTime = this.Manager.LayoutManager.Layout.DistanceMatrix[(Station)ProcessorToRelease.Parent, unitloadToGo.Station]; ie486f18
                        int transferTime = 1;
                        queue.Reserved++;
                        unitloadToGo.InTransfer = true;
                        this.Manager.LayoutManager.Layout.UnitloadsOnMover.Add(unitloadToGo);
                        //geldiği processorün/inqueuecellin queusunun blockedı açılacak. (Release)
                        ProcessorToRelease.Release(this.Manager.Time, unitloadToGo);
                        ProcessorToRelease.ChangeBlocked(this.Manager.Time, false);
                        this.Manager.TriggerStationControllerAlgorithm((Station)ProcessorToRelease.Parent);
                        this.Manager.EventCalendar.ScheduleEnterQueueEvent(this.Manager.Time + transferTime, queue, unitloadToGo);
                        unitloadList.Remove(unitloadToGo);
                    }
                }
            }
            queueList.Clear();
            this.PostOperation();
        }