// TODO improve & remove
        public void Housekeeping(bool mayDelete, bool calculateAutoPedLight)
        {
            // we intentionally never delete vehicle types (because we may want to retain traffic light states if a segment is upgraded or replaced)

            ICustomSegmentLight mainLight = MainSegmentLight;
            ushort nodeId = NodeId;
            HashSet <ExtVehicleType>           setupLights     = new HashSet <ExtVehicleType>();                                                                                                          // TODO improve
            IDictionary <byte, ExtVehicleType> allAllowedTypes = Constants.ManagerFactory.VehicleRestrictionsManager.GetAllowedVehicleTypesAsDict(SegmentId, nodeId, VehicleRestrictionsMode.Restricted); // TODO improve
            ExtVehicleType allAllowedMask = Constants.ManagerFactory.VehicleRestrictionsManager.GetAllowedVehicleTypes(SegmentId, nodeId, VehicleRestrictionsMode.Restricted);

            SeparateVehicleTypes = ExtVehicleType.None;
#if DEBUGHK
            Log._Debug($"CustomSegmentLights: housekeeping @ seg. {SegmentId}, node {nodeId}, allAllowedTypes={string.Join(", ", allAllowedTypes.Select(x => x.ToString()).ToArray())}, allAllowedMask={allAllowedMask}");
#endif
            bool addPedestrianLight = false;
            uint numLights          = 0;
            Constants.ServiceFactory.NetService.ProcessSegment(SegmentId, delegate(ushort segId, ref NetSegment segment) {
                VehicleTypeByLaneIndex = new ExtVehicleType?[segment.Info.m_lanes.Length];
                return(true);
            });
            HashSet <byte> laneIndicesWithoutSeparateLights = new HashSet <byte>(allAllowedTypes.Keys);           // TODO improve
            foreach (KeyValuePair <byte, ExtVehicleType> e in allAllowedTypes)
            {
                byte           laneIndex    = e.Key;
                ExtVehicleType allowedTypes = e.Value;

                foreach (ExtVehicleType mask in SINGLE_LANE_VEHICLETYPES)
                {
                    if (setupLights.Contains(mask))
                    {
                        ++numLights;
                        break;
                    }

                    if ((allowedTypes & mask) != ExtVehicleType.None && (allowedTypes & ~(mask | ExtVehicleType.Emergency)) == ExtVehicleType.None)
                    {
#if DEBUGHK
                        Log._Debug($"CustomSegmentLights: housekeeping @ seg. {SegmentId}, node {nodeId}: adding {mask} light");
#endif

                        ICustomSegmentLight segmentLight;
                        if (!CustomLights.TryGetValue(mask, out segmentLight))
                        {
                            segmentLight = new CustomSegmentLight(this, RoadBaseAI.TrafficLightState.Red);
                            if (mainLight != null)
                            {
                                segmentLight.CurrentMode = mainLight.CurrentMode;
                                segmentLight.SetStates(mainLight.LightMain, mainLight.LightLeft, mainLight.LightRight, false);
                            }
                            CustomLights.Add(mask, segmentLight);
                            VehicleTypes.AddFirst(mask);
                        }
                        mainVehicleType = mask;
                        VehicleTypeByLaneIndex[laneIndex] = mask;
                        laneIndicesWithoutSeparateLights.Remove(laneIndex);
                        ++numLights;
                        addPedestrianLight = true;
                        setupLights.Add(mask);
                        SeparateVehicleTypes |= mask;
                        break;
                    }
                }
            }

            if (allAllowedTypes.Count > numLights)
            {
#if DEBUGHK
                Log._Debug($"CustomSegmentLights: housekeeping @ seg. {SegmentId}, node {nodeId}: adding default main vehicle light: {DEFAULT_MAIN_VEHICLETYPE}");
#endif

                // traffic lights for cars
                ICustomSegmentLight defaultSegmentLight;
                if (!CustomLights.TryGetValue(DEFAULT_MAIN_VEHICLETYPE, out defaultSegmentLight))
                {
                    defaultSegmentLight = new CustomSegmentLight(this, RoadBaseAI.TrafficLightState.Red);
                    if (mainLight != null)
                    {
                        defaultSegmentLight.CurrentMode = mainLight.CurrentMode;
                        defaultSegmentLight.SetStates(mainLight.LightMain, mainLight.LightLeft, mainLight.LightRight, false);
                    }
                    CustomLights.Add(DEFAULT_MAIN_VEHICLETYPE, defaultSegmentLight);
                    VehicleTypes.AddFirst(DEFAULT_MAIN_VEHICLETYPE);
                }
                mainVehicleType = DEFAULT_MAIN_VEHICLETYPE;

                foreach (byte laneIndex in laneIndicesWithoutSeparateLights)
                {
                    VehicleTypeByLaneIndex[laneIndex] = ExtVehicleType.None;
                }
                addPedestrianLight = true;
            }
            else
            {
                addPedestrianLight = allAllowedMask == ExtVehicleType.None || (allAllowedMask & ~ExtVehicleType.RailVehicle) != ExtVehicleType.None;
            }

            if (mayDelete)
            {
                // delete traffic lights for non-existing configurations
                HashSet <ExtVehicleType> vehicleTypesToDelete = new HashSet <ExtVehicleType>();
                foreach (KeyValuePair <ExtVehicleType, ICustomSegmentLight> e in CustomLights)
                {
                    if (e.Key == DEFAULT_MAIN_VEHICLETYPE)
                    {
                        continue;
                    }
                    if (!setupLights.Contains(e.Key))
                    {
                        vehicleTypesToDelete.Add(e.Key);
                    }
                }

                foreach (ExtVehicleType vehicleType in vehicleTypesToDelete)
                {
#if DEBUGHK
                    Log._Debug($"Deleting traffic light for {vehicleType} at segment {SegmentId}, node {nodeId}");
#endif
                    CustomLights.Remove(vehicleType);
                    VehicleTypes.Remove(vehicleType);
                }
            }

            if (CustomLights.ContainsKey(DEFAULT_MAIN_VEHICLETYPE) && VehicleTypes.First.Value != DEFAULT_MAIN_VEHICLETYPE)
            {
                VehicleTypes.Remove(DEFAULT_MAIN_VEHICLETYPE);
                VehicleTypes.AddFirst(DEFAULT_MAIN_VEHICLETYPE);
            }

            if (addPedestrianLight)
            {
#if DEBUGHK
                Log._Debug($"CustomSegmentLights: housekeeping @ seg. {SegmentId}, node {nodeId}: adding pedestrian light");
#endif
                if (InternalPedestrianLightState == null)
                {
                    InternalPedestrianLightState = RoadBaseAI.TrafficLightState.Red;
                }
            }
            else
            {
                InternalPedestrianLightState = null;
            }

            OnChange(calculateAutoPedLight);
#if DEBUGHK
            Log._Debug($"CustomSegmentLights: housekeeping @ seg. {SegmentId}, node {nodeId}: Housekeeping complete. VehicleTypeByLaneIndex={string.Join("; ", VehicleTypeByLaneIndex.Select(x => x == null ? "null" : x.ToString()).ToArray())} CustomLights={string.Join("; ", CustomLights.Select(x => x.Key.ToString()).ToArray())}");
#endif
        }
示例#2
0
        internal void housekeeping(bool mayDelete, RoadBaseAI.TrafficLightState mainState = RoadBaseAI.TrafficLightState.Red, RoadBaseAI.TrafficLightState leftState = RoadBaseAI.TrafficLightState.Red, RoadBaseAI.TrafficLightState rightState = RoadBaseAI.TrafficLightState.Red, RoadBaseAI.TrafficLightState pedState = RoadBaseAI.TrafficLightState.Red)
        {
#if TRACE
            Singleton <CodeProfiler> .instance.Start("CustomSegmentLights.housekeeping");
#endif
            // we intentionally never delete vehicle types (because we may want to retain traffic light states if a segment is upgraded or replaced)

            HashSet <ExtVehicleType>          setupLights     = new HashSet <ExtVehicleType>();
            Dictionary <byte, ExtVehicleType> allAllowedTypes = VehicleRestrictionsManager.Instance().GetAllowedVehicleTypesAsDict(segmentId, nodeId);
            ExtVehicleType allAllowedMask = VehicleRestrictionsManager.Instance().GetAllowedVehicleTypes(segmentId, nodeId);
            SeparateVehicleTypes = ExtVehicleType.None;
#if DEBUGHK
            Log._Debug($"CustomSegmentLights: housekeeping @ seg. {segmentId}, node {nodeId}, allAllowedTypes={string.Join(", ", allAllowedTypes.Select(x => x.ToString()).ToArray())}");
#endif
            bool addPedestrianLight = false;
            uint numLights          = 0;
            VehicleTypeByLaneIndex.Clear();
            HashSet <byte> laneIndicesWithoutSeparateLights = new HashSet <byte>(allAllowedTypes.Keys);
            foreach (KeyValuePair <byte, ExtVehicleType> e in allAllowedTypes)
            {
                byte           laneIndex    = e.Key;
                ExtVehicleType allowedTypes = e.Value;

                foreach (ExtVehicleType mask in singleLaneVehicleTypes)
                {
                    if (setupLights.Contains(mask))
                    {
                        break;
                    }

                    if ((allowedTypes & mask) != ExtVehicleType.None && (allowedTypes & ~(mask | ExtVehicleType.Emergency)) == ExtVehicleType.None)
                    {
#if DEBUGHK
                        Log._Debug($"CustomSegmentLights: housekeeping @ seg. {segmentId}, node {nodeId}: adding {mask} light");
#endif

                        if (!CustomLights.ContainsKey(mask))
                        {
                            CustomLights.Add(mask, new TrafficLight.CustomSegmentLight(this, nodeId, segmentId, mainState, leftState, rightState));
                            VehicleTypes.AddFirst(mask);
                        }
                        VehicleTypeByLaneIndex[laneIndex] = mask;
                        laneIndicesWithoutSeparateLights.Remove(laneIndex);
                        ++numLights;
                        addPedestrianLight        = true;
                        autoPedestrianVehicleType = mask;
                        mainSegmentLight          = CustomLights[mask];
                        setupLights.Add(mask);
                        SeparateVehicleTypes |= mask;
                        break;
                    }
                }
            }

            if (allAllowedTypes.Count > numLights)
            {
#if DEBUGHK
                Log._Debug($"CustomSegmentLights: housekeeping @ seg. {segmentId}, node {nodeId}: adding main vehicle light: {mainVehicleType}");
#endif

                // traffic lights for cars
                if (!CustomLights.ContainsKey(mainVehicleType))
                {
                    CustomLights.Add(mainVehicleType, new TrafficLight.CustomSegmentLight(this, nodeId, segmentId, mainState, leftState, rightState));
                    VehicleTypes.AddFirst(mainVehicleType);
                }
                autoPedestrianVehicleType = mainVehicleType;
                mainSegmentLight          = CustomLights[mainVehicleType];
                foreach (byte laneIndex in laneIndicesWithoutSeparateLights)
                {
                    VehicleTypeByLaneIndex[laneIndex] = ExtVehicleType.None;
                }
                addPedestrianLight = allAllowedMask == ExtVehicleType.None || (allAllowedMask & ~ExtVehicleType.RailVehicle) != ExtVehicleType.None;
            }
            else
            {
                addPedestrianLight = true;
            }

#if DEBUGHK
            if (addPedestrianLight)
            {
                Log._Debug($"CustomSegmentLights: housekeeping @ seg. {segmentId}, node {nodeId}: adding ped. light");
            }
#endif

            if (mayDelete)
            {
                // delete traffic lights for non-existing configurations
                HashSet <ExtVehicleType> vehicleTypesToDelete = new HashSet <ExtVehicleType>();
                foreach (KeyValuePair <ExtVehicleType, CustomSegmentLight> e in CustomLights)
                {
                    if (e.Key == mainVehicleType)
                    {
                        continue;
                    }
                    if (!setupLights.Contains(e.Key))
                    {
                        vehicleTypesToDelete.Add(e.Key);
                    }
                }

                foreach (ExtVehicleType vehicleType in vehicleTypesToDelete)
                {
#if DEBUGHK
                    Log._Debug($"Deleting traffic light for {vehicleType} at segment {segmentId}, node {nodeId}");
#endif
                    CustomLights.Remove(vehicleType);
                    VehicleTypes.Remove(vehicleType);
                }
            }

            if (CustomLights.ContainsKey(mainVehicleType) && VehicleTypes.First.Value != mainVehicleType)
            {
                VehicleTypes.Remove(mainVehicleType);
                VehicleTypes.AddFirst(mainVehicleType);
            }

            if (addPedestrianLight)
            {
#if DEBUGHK
                Log._Debug($"CustomSegmentLights: housekeeping @ seg. {segmentId}, node {nodeId}: adding pedestrian light");
#endif
                if (pedestrianLightState == null)
                {
                    pedestrianLightState = pedState;
                }
            }
            else
            {
                pedestrianLightState = null;
            }

#if DEBUGHK
            Log._Debug($"CustomSegmentLights: housekeeping @ seg. {segmentId}, node {nodeId}: Housekeeping complete. VehicleTypeByLaneIndex={string.Join("; ", VehicleTypeByLaneIndex.Select(x => x.Key + "=" + x.Value).ToArray())} CustomLights={string.Join("; ", CustomLights.Select(x => x.Key.ToString()).ToArray())}");
#endif
#if TRACE
            Singleton <CodeProfiler> .instance.Stop("CustomSegmentLights.housekeeping");
#endif
        }
        private static void ProcessWholeSaleOrder()
        {
            UPCNumber             upcNumber    = new UPCNumber();
            SerialNumberGenerator serialNumber = SerialNumberGenerator.Instance;

            _serialNumber = serialNumber.NextSerial;
            AbstractGadget myMediumGadgetCP = new GadgetMedium(WidgetColor.Painted, GadgetColor.Painted, GadgetPower.Solar, _serialNumber, upcNumber.UPCMedium);

            myMediumGadgetCP = new CustomButton(myMediumGadgetCP, 5, GadgetType.Custom);
            myMediumGadgetCP = new CustomSwitches(myMediumGadgetCP, 4, GadgetType.Custom);


            _serialNumber = serialNumber.NextSerial;
            AbstractGadget myMediumGadgetCPL = new GadgetMedium(WidgetColor.Plated, GadgetColor.Plated, GadgetPower.Battery, _serialNumber, upcNumber.UPCMedium);

            myMediumGadgetCPL = new CustomButton(myMediumGadgetCPL, 7, GadgetType.Custom);
            myMediumGadgetCPL = new CustomSwitches(myMediumGadgetCPL, 5, GadgetType.Custom);

            _serialNumber = serialNumber.NextSerial;
            AbstractGadget myMediumGadgetCUP = new GadgetMedium(_serialNumber, upcNumber.UPCMedium);

            myMediumGadgetCUP = new CustomButton(myMediumGadgetCUP, 4, GadgetType.Custom);
            myMediumGadgetCUP = new CustomSwitches(myMediumGadgetCUP, 7, GadgetType.Custom);


            _serialNumber = serialNumber.NextSerial;
            AbstractGadget myLargeGadgetCP = new GadgetLarge(WidgetColor.Painted, GadgetColor.Painted, GadgetPower.Generator, _serialNumber, upcNumber.UPCLarge);

            myLargeGadgetCP = new CustomButton(myLargeGadgetCP, 5, GadgetType.Custom);
            myLargeGadgetCP = new CustomSwitches(myLargeGadgetCP, 4, GadgetType.Custom);
            myLargeGadgetCP = new CustomLights(myLargeGadgetCP, 8, GadgetType.Custom);


            _serialNumber = serialNumber.NextSerial;
            AbstractGadget myLargeGadgetCPL = new GadgetLarge(WidgetColor.Plated, GadgetColor.Plated, GadgetPower.Solar, _serialNumber, upcNumber.UPCLarge);

            myLargeGadgetCPL = new CustomButton(myLargeGadgetCPL, 7, GadgetType.Custom);
            myLargeGadgetCPL = new CustomSwitches(myLargeGadgetCPL, 5, GadgetType.Custom);
            myLargeGadgetCPL = new CustomLights(myLargeGadgetCPL, 3, GadgetType.Custom);


            _serialNumber = serialNumber.NextSerial;
            AbstractGadget myLargeGadgetCUP = new GadgetLarge(_serialNumber, upcNumber.UPCLarge);

            myLargeGadgetCUP = new CustomButton(myLargeGadgetCUP, 6, GadgetType.Custom);
            myLargeGadgetCUP = new CustomSwitches(myLargeGadgetCUP, 3, GadgetType.Custom);
            myLargeGadgetCUP = new CustomLights(myLargeGadgetCUP, 5, GadgetType.Custom);


            ArrayList Order1 = new ArrayList();

            Order1.Add(myMediumGadgetCP);
            Order1.Add(myMediumGadgetCPL);
            Order1.Add(myMediumGadgetCUP);
            Order1.Add(myLargeGadgetCP);
            Order1.Add(myLargeGadgetCPL);
            Order1.Add(myLargeGadgetCUP);


            CustomOutput customReceipt = new CustomOutput(Order1);
        }
示例#4
0
        // TODO improve & remove
        public void Housekeeping(bool mayDelete, bool calculateAutoPedLight)
        {
#if DEBUGHK
            bool debug = GlobalConfig.Instance.Debug.Switches[7] && GlobalConfig.Instance.Debug.NodeId == NodeId;
#endif

            // we intentionally never delete vehicle types (because we may want to retain traffic light states if a segment is upgraded or replaced)

            ICustomSegmentLight mainLight = MainSegmentLight;
            ushort nodeId = NodeId;
            HashSet <ExtVehicleType>           setupLights     = new HashSet <ExtVehicleType>();
            IDictionary <byte, ExtVehicleType> allAllowedTypes = Constants.ManagerFactory.VehicleRestrictionsManager.GetAllowedVehicleTypesAsDict(SegmentId, nodeId, VehicleRestrictionsMode.Restricted);            // TODO improve
            ExtVehicleType allAllowedMask = Constants.ManagerFactory.VehicleRestrictionsManager.GetAllowedVehicleTypes(SegmentId, nodeId, VehicleRestrictionsMode.Restricted);
            SeparateVehicleTypes = ExtVehicleType.None;
#if DEBUGHK
            if (debug)
            {
                Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping started @ seg. {SegmentId}, node {nodeId}, allAllowedTypes={allAllowedTypes.DictionaryToString()}, allAllowedMask={allAllowedMask}");
            }
#endif
            //bool addPedestrianLight = false;
            uint    separateLanes = 0;
            int     defaultLanes  = 0;
            NetInfo segmentInfo   = null;
            Constants.ServiceFactory.NetService.ProcessSegment(SegmentId, delegate(ushort segId, ref NetSegment segment) {
                VehicleTypeByLaneIndex = new ExtVehicleType?[segment.Info.m_lanes.Length];
                segmentInfo            = segment.Info;
                return(true);
            });
            HashSet <byte> laneIndicesWithoutSeparateLights = new HashSet <byte>(allAllowedTypes.Keys);           // TODO improve

            // check if separate traffic lights are required
            bool separateLightsRequired = false;
            foreach (KeyValuePair <byte, ExtVehicleType> e in allAllowedTypes)
            {
                if (e.Value != allAllowedMask)
                {
                    separateLightsRequired = true;
                    break;
                }
            }

            // set up vehicle-separated traffic lights
            if (separateLightsRequired)
            {
                foreach (KeyValuePair <byte, ExtVehicleType> e in allAllowedTypes)
                {
                    byte           laneIndex    = e.Key;
                    NetInfo.Lane   laneInfo     = segmentInfo.m_lanes[laneIndex];
                    ExtVehicleType allowedTypes = e.Value;
                    ExtVehicleType defaultMask  = Constants.ManagerFactory.VehicleRestrictionsManager.GetDefaultAllowedVehicleTypes(SegmentId, segmentInfo, laneIndex, laneInfo, VehicleRestrictionsMode.Unrestricted);

#if DEBUGHK
                    if (debug)
                    {
                        Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping @ seg. {SegmentId}, node {nodeId}: Processing lane {laneIndex} with allowedTypes={allowedTypes}, defaultMask={defaultMask}");
                    }
#endif

                    if (laneInfo.m_vehicleType == VehicleInfo.VehicleType.Car && allowedTypes == defaultMask)
                    {
#if DEBUGHK
                        if (debug)
                        {
                            Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping @ seg. {SegmentId}, node {nodeId}, lane {laneIndex}: Allowed types equal default mask. Ignoring lane.");
                        }
#endif
                        // no vehicle restrictions applied, generic lights are handled further below
                        ++defaultLanes;
                        continue;
                    }

                    ExtVehicleType mask = allowedTypes & ~ExtVehicleType.Emergency;

#if DEBUGHK
                    if (debug)
                    {
                        Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping @ seg. {SegmentId}, node {nodeId}, lane {laneIndex}: Trying to add {mask} light");
                    }
#endif

                    ICustomSegmentLight segmentLight;
                    if (!CustomLights.TryGetValue(mask, out segmentLight))
                    {
                        // add a new light
                        segmentLight = new CustomSegmentLight(this, RoadBaseAI.TrafficLightState.Red);
                        if (mainLight != null)
                        {
                            segmentLight.CurrentMode = mainLight.CurrentMode;
                            segmentLight.SetStates(mainLight.LightMain, mainLight.LightLeft, mainLight.LightRight, false);
                        }

#if DEBUGHK
                        if (debug)
                        {
                            Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping @ seg. {SegmentId}, node {nodeId}, lane {laneIndex}: Light for mask {mask} does not exist. Created new light: {segmentLight} (mainLight: {mainLight})");
                        }
#endif

                        CustomLights.Add(mask, segmentLight);
                        VehicleTypes.AddFirst(mask);
                    }

                    mainVehicleType = mask;
                    VehicleTypeByLaneIndex[laneIndex] = mask;
                    laneIndicesWithoutSeparateLights.Remove(laneIndex);
                    ++separateLanes;
                    //addPedestrianLight = true;
                    setupLights.Add(mask);
                    SeparateVehicleTypes |= mask;

#if DEBUGHK
                    if (debug)
                    {
                        Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping @ seg. {SegmentId}, node {nodeId}: Finished processing lane {laneIndex}: mainVehicleType={mainVehicleType}, VehicleTypeByLaneIndex={VehicleTypeByLaneIndex.ArrayToString()}, laneIndicesWithoutSeparateLights={laneIndicesWithoutSeparateLights.CollectionToString()}, numLights={separateLanes}, SeparateVehicleTypes={SeparateVehicleTypes}");
                    }
#endif
                }
            }

            if (separateLanes == 0 || defaultLanes > 0)
            {
#if DEBUGHK
                if (debug)
                {
                    Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping @ seg. {SegmentId}, node {nodeId}: Adding default main vehicle light: {DEFAULT_MAIN_VEHICLETYPE}");
                }
#endif

                // generic traffic lights
                ICustomSegmentLight defaultSegmentLight;
                if (!CustomLights.TryGetValue(DEFAULT_MAIN_VEHICLETYPE, out defaultSegmentLight))
                {
                    defaultSegmentLight = new CustomSegmentLight(this, RoadBaseAI.TrafficLightState.Red);
                    if (mainLight != null)
                    {
                        defaultSegmentLight.CurrentMode = mainLight.CurrentMode;
                        defaultSegmentLight.SetStates(mainLight.LightMain, mainLight.LightLeft, mainLight.LightRight, false);
                    }
                    CustomLights.Add(DEFAULT_MAIN_VEHICLETYPE, defaultSegmentLight);
                    VehicleTypes.AddFirst(DEFAULT_MAIN_VEHICLETYPE);
                }
                mainVehicleType = DEFAULT_MAIN_VEHICLETYPE;
                setupLights.Add(DEFAULT_MAIN_VEHICLETYPE);

                foreach (byte laneIndex in laneIndicesWithoutSeparateLights)
                {
                    VehicleTypeByLaneIndex[laneIndex] = ExtVehicleType.None;
                }

#if DEBUGHK
                if (debug)
                {
                    Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping @ seg. {SegmentId}, node {nodeId}: Added default main vehicle light: {defaultSegmentLight}");
                }
#endif
                //addPedestrianLight = true;
            }
            else
            {
                //addPedestrianLight = allAllowedMask == ExtVehicleType.None || (allAllowedMask & ~ExtVehicleType.RailVehicle) != ExtVehicleType.None;
            }

#if DEBUGHK
            if (debug)
            {
                Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping @ seg. {SegmentId}, node {nodeId}: Created all necessary lights. VehicleTypeByLaneIndex={VehicleTypeByLaneIndex.ArrayToString()}, CustomLights={CustomLights.DictionaryToString()}");
            }
#endif

            if (mayDelete)
            {
                // delete traffic lights for non-existing vehicle-separated configurations
                HashSet <ExtVehicleType> vehicleTypesToDelete = new HashSet <ExtVehicleType>();
                foreach (KeyValuePair <ExtVehicleType, ICustomSegmentLight> e in CustomLights)
                {
                    /*if (e.Key == DEFAULT_MAIN_VEHICLETYPE) {
                     *      continue;
                     * }*/
                    if (!setupLights.Contains(e.Key))
                    {
                        vehicleTypesToDelete.Add(e.Key);
                    }
                }

#if DEBUGHK
                if (debug)
                {
                    Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping @ seg. {SegmentId}, node {nodeId}: Going to delete unnecessary lights now: vehicleTypesToDelete={vehicleTypesToDelete.CollectionToString()}");
                }
#endif

                foreach (ExtVehicleType vehicleType in vehicleTypesToDelete)
                {
                    CustomLights.Remove(vehicleType);
                    VehicleTypes.Remove(vehicleType);
                }
            }

            if (CustomLights.ContainsKey(DEFAULT_MAIN_VEHICLETYPE) && VehicleTypes.First.Value != DEFAULT_MAIN_VEHICLETYPE)
            {
                VehicleTypes.Remove(DEFAULT_MAIN_VEHICLETYPE);
                VehicleTypes.AddFirst(DEFAULT_MAIN_VEHICLETYPE);
            }

            //if (addPedestrianLight) {
#if DEBUGHK
            if (debug)
            {
                Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping @ seg. {SegmentId}, node {nodeId}: adding pedestrian light");
            }
#endif
            if (InternalPedestrianLightState == null)
            {
                InternalPedestrianLightState = RoadBaseAI.TrafficLightState.Red;
            }

            /*} else {
             *      InternalPedestrianLightState = null;
             * }*/

            OnChange(calculateAutoPedLight);
#if DEBUGHK
            if (debug)
            {
                Log._Debug($"CustomSegmentLights.Housekeeping({mayDelete}, {calculateAutoPedLight}): housekeeping @ seg. {SegmentId}, node {nodeId}: Housekeeping complete. VehicleTypeByLaneIndex={VehicleTypeByLaneIndex.ArrayToString()} CustomLights={CustomLights.DictionaryToString()}");
            }
#endif
        }