Files
Essentials/src/PepperDash.Essentials.Core/Routing/Extensions.cs
2024-05-23 08:39:09 -05:00

251 lines
11 KiB
C#

using PepperDash.Core;
using Serilog.Events;
using System.Collections.Generic;
using System.Linq;
namespace PepperDash.Essentials.Core
{
/// <summary>
/// Extensions added to any IRoutingInputs classes to provide discovery-based routing
/// on those destinations.
/// </summary>
public static class Extensions
{
private static readonly Dictionary<string, RouteRequest> RouteRequests = new Dictionary<string, RouteRequest>();
/// <summary>
/// Gets any existing RouteDescriptor for a destination, clears it using ReleaseRoute
/// and then attempts a new Route and if sucessful, stores that RouteDescriptor
/// in RouteDescriptorCollection.DefaultCollection
/// </summary>
public static void ReleaseAndMakeRoute(this IRoutingSink destination, IRoutingOutputs source, eRoutingSignalType signalType)
{
var routeRequest = new RouteRequest {
Destination = destination,
Source = source,
SignalType = signalType
};
var coolingDevice = destination as IWarmingCooling;
//We already have a route request for this device, and it's a cooling device and is cooling
if (RouteRequests.TryGetValue(destination.Key, out RouteRequest existingRouteRequest) && coolingDevice != null && coolingDevice.IsCoolingDownFeedback.BoolValue == true)
{
coolingDevice.IsCoolingDownFeedback.OutputChange -= existingRouteRequest.HandleCooldown;
coolingDevice.IsCoolingDownFeedback.OutputChange += routeRequest.HandleCooldown;
RouteRequests[destination.Key] = routeRequest;
Debug.LogMessage(LogEventLevel.Verbose, "Device: {0} is cooling down and already has a routing request stored. Storing new route request to route to source key: {1}", null, destination.Key, routeRequest.Source.Key);
return;
}
//New Request
if (coolingDevice != null && coolingDevice.IsCoolingDownFeedback.BoolValue == true)
{
coolingDevice.IsCoolingDownFeedback.OutputChange -= routeRequest.HandleCooldown;
coolingDevice.IsCoolingDownFeedback.OutputChange += routeRequest.HandleCooldown;
RouteRequests.Add(destination.Key, routeRequest);
Debug.LogMessage(LogEventLevel.Verbose, "Device: {0} is cooling down. Storing route request to route to source key: {1}", null, destination.Key, routeRequest.Source.Key);
return;
}
if (RouteRequests.ContainsKey(destination.Key) && coolingDevice != null && coolingDevice.IsCoolingDownFeedback.BoolValue == false)
{
RouteRequests.Remove(destination.Key);
Debug.LogMessage(LogEventLevel.Verbose, "Device: {0} is NOT cooling down. Removing stored route request and routing to source key: {1}", null, destination.Key, routeRequest.Source.Key);
}
destination.ReleaseRoute();
RunRouteRequest(routeRequest);
}
private static void RunRouteRequest(RouteRequest request)
{
if (request.Source == null)
return;
var newRoute = request.Destination.GetRouteToSource(request.Source, request.SignalType);
if (newRoute == null)
return;
RouteDescriptorCollection.DefaultCollection.AddRouteDescriptor(newRoute);
Debug.LogMessage(LogEventLevel.Verbose, "Executing full route", request.Destination);
newRoute.ExecuteRoutes();
}
/// <summary>
/// Will release the existing route on the destination, if it is found in
/// RouteDescriptorCollection.DefaultCollection
/// </summary>
/// <param name="destination"></param>
public static void ReleaseRoute(this IRoutingSink destination)
{
if (RouteRequests.TryGetValue(destination.Key, out RouteRequest existingRequest) && destination is IWarmingCooling)
{
var coolingDevice = destination as IWarmingCooling;
coolingDevice.IsCoolingDownFeedback.OutputChange -= existingRequest.HandleCooldown;
}
RouteRequests.Remove(destination.Key);
var current = RouteDescriptorCollection.DefaultCollection.RemoveRouteDescriptor(destination);
if (current != null)
{
Debug.LogMessage(LogEventLevel.Debug, "Releasing current route: {0}", destination, current.Source.Key);
current.ReleaseRoutes();
}
}
/// <summary>
/// Builds a RouteDescriptor that contains the steps necessary to make a route between devices.
/// Routes of type AudioVideo will be built as two separate routes, audio and video. If
/// a route is discovered, a new RouteDescriptor is returned. If one or both parts
/// of an audio/video route are discovered a route descriptor is returned. If no route is
/// discovered, then null is returned
/// </summary>
public static RouteDescriptor GetRouteToSource(this IRoutingSink destination, IRoutingOutputs source, eRoutingSignalType signalType)
{
var routeDescriptor = new RouteDescriptor(source, destination, signalType);
// if it's a single signal type, find the route
if (!signalType.HasFlag(eRoutingSignalType.AudioVideo))
{
Debug.LogMessage(LogEventLevel.Debug, "Attempting to build source route from {0}", null, source.Key);
if (!destination.GetRouteToSource(source, null, null, signalType, 0, routeDescriptor))
routeDescriptor = null;
return routeDescriptor;
}
// otherwise, audioVideo needs to be handled as two steps.
Debug.LogMessage(LogEventLevel.Debug, "Attempting to build audio and video routes from {0}", destination, source.Key);
var audioSuccess = destination.GetRouteToSource(source, null, null, eRoutingSignalType.Audio, 0, routeDescriptor);
if (!audioSuccess)
Debug.LogMessage(LogEventLevel.Debug, "Cannot find audio route to {0}", destination, source.Key);
var videoSuccess = destination.GetRouteToSource(source, null, null, eRoutingSignalType.Video, 0, routeDescriptor);
if (!videoSuccess)
Debug.LogMessage(LogEventLevel.Debug, "Cannot find video route to {0}", destination, source.Key);
if (!audioSuccess && !videoSuccess)
routeDescriptor = null;
return routeDescriptor;
}
/// <summary>
/// The recursive part of this. Will stop on each device, search its inputs for the
/// desired source and if not found, invoke this function for the each input port
/// hoping to find the source.
/// </summary>
/// <param name="destination"></param>
/// <param name="source"></param>
/// <param name="outputPortToUse">The RoutingOutputPort whose link is being checked for a route</param>
/// <param name="alreadyCheckedDevices">Prevents Devices from being twice-checked</param>
/// <param name="signalType">This recursive function should not be called with AudioVideo</param>
/// <param name="cycle">Just an informational counter</param>
/// <param name="routeTable">The RouteDescriptor being populated as the route is discovered</param>
/// <returns>true if source is hit</returns>
static bool GetRouteToSource(this IRoutingInputs destination, IRoutingOutputs source,
RoutingOutputPort outputPortToUse, List<IRoutingInputsOutputs> alreadyCheckedDevices,
eRoutingSignalType signalType, int cycle, RouteDescriptor routeTable)
{
cycle++;
Debug.LogMessage(LogEventLevel.Verbose, "GetRouteToSource: {0} {1}--> {2}", null, cycle, source.Key, destination.Key);
RoutingInputPort goodInputPort = null;
var destinationTieLines = TieLineCollection.Default.Where(t =>
t.DestinationPort.ParentDevice == destination && (t.Type == signalType || t.Type.HasFlag(eRoutingSignalType.AudioVideo)));
// find a direct tie
var directTie = destinationTieLines.FirstOrDefault(
t => t.DestinationPort.ParentDevice == destination
&& t.SourcePort.ParentDevice == source);
if (directTie != null) // Found a tie directly to the source
{
goodInputPort = directTie.DestinationPort;
}
else // no direct-connect. Walk back devices.
{
Debug.LogMessage(LogEventLevel.Verbose, "is not directly connected to {0}. Walking down tie lines", destination, source.Key);
// No direct tie? Run back out on the inputs' attached devices...
// Only the ones that are routing devices
var attachedMidpoints = destinationTieLines.Where(t => t.SourcePort.ParentDevice is IRoutingInputsOutputs);
//Create a list for tracking already checked devices to avoid loops, if it doesn't already exist from previous iteration
if (alreadyCheckedDevices == null)
alreadyCheckedDevices = new List<IRoutingInputsOutputs>();
alreadyCheckedDevices.Add(destination as IRoutingInputsOutputs);
foreach (var inputTieToTry in attachedMidpoints)
{
var upstreamDeviceOutputPort = inputTieToTry.SourcePort;
var upstreamRoutingDevice = upstreamDeviceOutputPort.ParentDevice as IRoutingInputsOutputs;
Debug.LogMessage(LogEventLevel.Verbose, "Trying to find route on {0}", destination, upstreamRoutingDevice.Key);
// Check if this previous device has already been walked
if (alreadyCheckedDevices.Contains(upstreamRoutingDevice))
{
Debug.LogMessage(LogEventLevel.Verbose, "Skipping input {0} on {1}, this was already checked", destination, upstreamRoutingDevice.Key, destination.Key);
continue;
}
// haven't seen this device yet. Do it. Pass the output port to the next
// level to enable switching on success
var upstreamRoutingSuccess = upstreamRoutingDevice.GetRouteToSource(source, upstreamDeviceOutputPort,
alreadyCheckedDevices, signalType, cycle, routeTable);
if (upstreamRoutingSuccess)
{
Debug.LogMessage(LogEventLevel.Verbose, "Upstream device route found", destination);
goodInputPort = inputTieToTry.DestinationPort;
break; // Stop looping the inputs in this cycle
}
}
}
if (goodInputPort == null)
{
Debug.LogMessage(LogEventLevel.Verbose, "No route found to {0}", destination, source.Key);
return false;
}
// we have a route on corresponding inputPort. *** Do the route ***
if (outputPortToUse == null)
{
// it's a sink device
routeTable.Routes.Add(new RouteSwitchDescriptor(goodInputPort));
}
else if (destination is IRouting)
{
routeTable.Routes.Add(new RouteSwitchDescriptor(outputPortToUse, goodInputPort));
}
else // device is merely IRoutingInputOutputs
Debug.LogMessage(LogEventLevel.Verbose, "No routing. Passthrough device", destination);
return true;
}
}
}