예제 #1
0
파일: Scene.cpp 프로젝트: uvbs/wx2Server
BOOL Scene::IsCanEnter( )
{
__ENTER_FUNCTION

	INT iCount = m_pScenePlayerManager->GetCount( ) ;
	if( iCount > FD_SETSIZE)
	{
		return FALSE ;
	}
	if( GetSceneStatus()!=SCENE_STATUS_RUNNING )
	{//不因该尝试进入未开启的场景
		Assert(FALSE) ;
		return FALSE ;
	}

	return TRUE ;

__LEAVE_FUNCTION

	return FALSE ;
}
예제 #2
0
HRESULT CTrafficLightImpl::RecognizeTrafficLight(HV_COMPONENT_IMAGE* pSceneImage, int* iCurrentStatus, int* iLastStatus, bool fNight)
{
	if (m_tlpTrafficLightParam.iLightGroupCount <= 0) return S_FALSE;
	HRESULT hResult = S_FALSE;
	static int nSceneStatusPos= 0;

	LIGHT_TEAM_STATUS ltsInfo;
	ltsInfo.nTeamCount = m_tlpTrafficLightParam.iLightGroupCount;

	bool fDynamic = false;
	static int iSkipFrameNo = m_tlpTrafficLightParam.iSkipFrameNo;	
	for(int i = 0; i<m_tlpTrafficLightParam.iLightGroupCount; i++)
	{
		if (m_tlpTrafficLightParam.iCheckType == 0)
		{
			//红绿灯识别
			if (iSkipFrameNo == 0 && m_tlpTrafficLightParam.iAutoScanLight == 1)
			{
				m_rgLightInfo[i].UpdateStatus3( pSceneImage , fNight);
				m_rgLightRect[i] = m_rgLightInfo[i].GetRect();
				m_rgLightStatus[i] = m_rgLightInfo[i].GetLastStatus();		
				fDynamic = true;
			}
			else
			{
				m_rgLightInfo[i].UpdateStatus( pSceneImage );
				m_rgLightRect[i] = m_rgLightInfo[i].GetRect();
				m_rgLightStatus[i] = m_rgLightInfo[i].GetLastStatus();
			}
			sv::utTrace("<123dsp light>status:%08x.", m_rgLightStatus[i]);
		}
		else
		{
			if (m_pCallback == NULL)
			{
				return E_FAIL;
			}
			m_rgLightRect[i] = m_rgLightInfo[i].GetRect();
			BYTE8 bLevel = 0;
			if (S_OK != m_pCallback->GetTrafficLightStatus(&bLevel))
			{
				return E_FAIL;
			}
			m_rgLightStatus[i] = GetIOStatus(i, bLevel);
		}
		m_rgLightInfo[i].m_iRedLightCountFinded = 0;
		m_rgLightInfo[i].m_iGreenLightCountFinded = 0;
		ltsInfo.pdwStatus[i] = m_rgLightStatus[i];
		ltsInfo.pnLightCount[i] = m_rgLightInfo[i].GetPosCount();
		//传检测到的灯传出去显示
		if(m_pCallback)
		{
			m_pCallback->TrafficLightStatusEx(
				i,
				m_rgLightInfo[i].m_iRedLightCountFinded,
				m_rgLightInfo[i].m_rcRedLightPosFinded,
				m_rgLightInfo[i].m_iGreenLightCountFinded,
				m_rgLightInfo[i].m_rcGreenLightPosFinded
			);
		}
	}
	if (iSkipFrameNo <= 0)
	{
		iSkipFrameNo = m_tlpTrafficLightParam.iSkipFrameNo;
	}
	else
	{
		iSkipFrameNo--;
	}
	//取得当前场景
	bool fFlag = (m_tlpTrafficLightParam.iSceneCheckMode == 0);
	int nCurScene = TransitionScene(ltsInfo, m_tlpTrafficLightParam.iSceneCount, m_iLastOkLightStatus, fFlag);
	sv::utTrace("<123dsp light>CurScene:%08x.", nCurScene);

	//调整发送出去的红灯的坐标
	if (m_tlpTrafficLightParam.iAutoScanLight == 1 && fDynamic)
	{
		////更新最后可正常识别的灯组的位置
		if (nCurScene != -1)
		{
			for (int i = 0; i < m_tlpTrafficLightParam.iLightGroupCount; i++)
			{
				m_rgLightInfo[i].UpdateLastSureLight(m_rgLightInfo[i].GetRect());
			}
		}
		else
		{
			//处于中间状态时,则将灯红坐标还原回最后可识别出的状态
			for (int i = 0; i < m_tlpTrafficLightParam.iLightGroupCount; i++)
			{
				m_rgLightInfo[i].SetRect(m_rgLightInfo[i].GetLastSureLight(), m_rgLightInfo[i].GetPosCount(), m_rgLightInfo[i].GetLightDirection());
			}
		}
		//更新红灯的坐标
		UpdateRedLightPos();
	}

	if( m_pCallback )
	{
		int nSceneStatus = -1;

		if( m_pCallback != NULL)
		{
			//把红灯的位置传出去
			m_pCallback->TrafficLightStatus(
				m_tlpTrafficLightParam.iLightGroupCount,
				m_rgLightStatus,
				&nSceneStatus,
				m_rgLightRect,
				m_iRedLightCount,
				m_rgRedLightRect,
				pSceneImage
				);
		}

		nSceneStatus = nCurScene;
#if 0
		//新增输出红绿灯灯组信息  lixh 2011-09-19 
		static char pLightStatus[64] = "", pLastStatus[64] = "";
		memset(pLightStatus, 0, 64);
		PrintLightStatus(ltsInfo , pLightStatus , 64);
		if(0 != strcmp(pLightStatus, pLastStatus))
		{
			strcpy(pLastStatus, pLightStatus);
			sprintf(g_szDebugInfo, "rg status = %s", pLastStatus);
			for(int i = 0; i < m_tlpTrafficLightParam.iLightGroupCount; i++)
			{
				CRect rc = m_rgLightInfo[i].GetRect();
				sprintf(g_szDebugInfo + strlen(g_szDebugInfo), "(%d,%d,%d,%d)", rc.left, rc.top, rc.right, rc.bottom);
			}
		}
#endif
		m_iCurLightStatus = nSceneStatus;
		//如果用户设置了场景状态则加入场景状态队列
		//if(hr == S_OK && nSceneStatus != -1)
		if( nSceneStatus != -1 )
		{
			m_iErrorSceneCount = 0;
			SetSceneStatus(nSceneStatusPos, nSceneStatus);
			nSceneStatusPos++;	//下一个存储位置,同时也是计数

			int iRelayTimeMs = m_tlpTrafficLightParam.iValidSceneStatusCount * 100;

			//加入场景状态后判断是否输出
			if(m_tlpTrafficLightParam.iValidSceneStatusCount > 0 && nSceneStatusPos >= m_tlpTrafficLightParam.iValidSceneStatusCount)
			{
				int nLastPos = nSceneStatusPos - 1;
				int nLastStatus = GetSceneStatus(nLastPos);
				BOOL fValid = TRUE;
				for( int i = nLastPos - 1; i > (nLastPos - m_tlpTrafficLightParam.iValidSceneStatusCount); i--)
				{
					if( GetSceneStatus(i) != nLastStatus)
					{
						fValid = FALSE;
						break;
					}
				}

				//如果是快速模式,则有一帧判断为下一场景就跳变.
				if( m_fCheckSpeed && !fValid && m_iLastOkLightStatus != -1 && m_iLastOkLightStatus != nSceneStatus)
				{
					int iNextStatus = (m_iLastOkLightStatus + 1) % m_tlpTrafficLightParam.iSceneCount; 
					if( iNextStatus == nSceneStatus ) 
					{
						fValid = true;
						iRelayTimeMs = 100;
						nLastStatus = nSceneStatus;
					}
				}

				if( fValid && nLastStatus != m_iLastLightStatus)
				{
					//如果有绿灯变成红灯且设有黄灯延迟
					TRAFFICLIGHT_SCENE tsLast, tsRelay;
					GetLightScene(m_iLastOkLightStatus, &tsLast);
					GetLightScene(nLastStatus, &tsRelay);
					DWORD32 dwTick = GetSystemTick();
					bool fRelayTimeOut = true;
					if( m_tlpTrafficLightParam.iRedLightDelay > 0 )
					{
						if( tsLast.lsLeft == TLS_GREEN && tsRelay.lsLeft == TLS_RED )
						{
							if( m_ltRedRelay.dwLeft == 0 ) m_ltRedRelay.dwLeft = dwTick;
							if( int(dwTick - m_ltRedRelay.dwLeft) <  (m_tlpTrafficLightParam.iRedLightDelay * 1000) )
							{
								fRelayTimeOut = false;
							}
						}
						if( tsLast.lsForward == TLS_GREEN && tsRelay.lsForward == TLS_RED )
						{
							if( m_ltRedRelay.dwForward == 0 ) m_ltRedRelay.dwForward = dwTick;
							if( int(dwTick - m_ltRedRelay.dwForward) <  (m_tlpTrafficLightParam.iRedLightDelay * 1000) )
							{
								fRelayTimeOut = false;
							}
						}
						if( tsLast.lsRight == TLS_GREEN && tsRelay.lsRight == TLS_RED )
						{
							if( m_ltRedRelay.dwRight == 0 ) m_ltRedRelay.dwRight = dwTick;
							if( int(dwTick - m_ltRedRelay.dwRight) <  (m_tlpTrafficLightParam.iRedLightDelay * 1000) )
							{
								fRelayTimeOut = false;
							}
						}
						if( tsLast.lsTurn == TLS_GREEN && tsRelay.lsTurn == TLS_RED )
						{
							if( m_ltRedRelay.dwTurn == 0 ) m_ltRedRelay.dwTurn = dwTick;
							if( int(dwTick - m_ltRedRelay.dwTurn) <  (m_tlpTrafficLightParam.iRedLightDelay * 1000) )
							{
								fRelayTimeOut = false;
							}
						}
					}

					if( fRelayTimeOut )
					{
						m_ltRedRelay.Reset();
						m_iLastLightStatus = nLastStatus;
						TRAFFICLIGHT_SCENE tsSceneStatus, tsNow;
						GetLightScene(m_iLastLightStatus, &tsSceneStatus);
						GetLightScene(m_iLastLightStatus, &tsNow);

						int iGreenRelayMs = 1000;

						//新增输出红绿灯灯组信息  lixh 2011-09-19 
						char pLightStatus[64];
						memset(pLightStatus, 0, 64);
						PrintLightStatus(ltsInfo , pLightStatus , 64);


						if( m_pCallback != NULL )
						{
							m_pCallback->TrafficSceneStatus(tsSceneStatus,pLightStatus);
						}

						//更新红灯开始时间
						if( nLastStatus != -1 )
						{
							m_iLastOkLightStatus = nLastStatus;
						}

						//DWORD32 dwTimeLow, dwTimeHigh;
						//ConvertTickToSystemTime((GetSystemTick() - iRelayTimeMs), dwTimeLow, dwTimeHigh);
						//一体机代码,红绿灯时间只有L,没有H,在ARM端在通过ConvertTickToSystemTime进行转换,黄国超修改,2011-07-21
						DWORD32 dwTimeLow = GetSystemTick() - iRelayTimeMs, dwTimeHigh = 0;
						if(  tsNow.lsLeft == TLS_RED && tsLast.lsLeft != TLS_RED )
						{
							m_redrealtime.dwLeftL = dwTimeLow;
							m_redrealtime.dwLeftH = dwTimeHigh;
						}
						if(  tsNow.lsLeft == TLS_GREEN && tsLast.lsLeft != TLS_GREEN )
						{
							m_greentick.dwLeft = GetSystemTick() - iRelayTimeMs - iGreenRelayMs;
						}
						else if( tsNow.lsLeft != TLS_GREEN )
						{
							m_greentick.dwLeft = 0;
						}

						if( tsNow.lsForward == TLS_RED && tsLast.lsForward != TLS_RED )
						{
							m_redrealtime.dwForwardL = dwTimeLow;
							m_redrealtime.dwForwardH = dwTimeHigh;
						}
						if( tsNow.lsForward == TLS_GREEN && tsLast.lsForward != TLS_GREEN )
						{
							m_greentick.dwForward = GetSystemTick() - iRelayTimeMs - iGreenRelayMs;
						}
						else if( tsNow.lsForward != TLS_GREEN )
						{
							m_greentick.dwForward = 0;
						}

						if(  tsNow.lsRight == TLS_RED && tsLast.lsRight != TLS_RED )
						{
							m_redrealtime.dwRightL = dwTimeLow;
							m_redrealtime.dwRightH = dwTimeHigh;
						}
						if(  tsNow.lsRight == TLS_GREEN && tsLast.lsRight != TLS_GREEN )
						{
							m_greentick.dwRight = GetSystemTick() - iRelayTimeMs - iGreenRelayMs;
						}
						else if( tsNow.lsRight != TLS_GREEN )
						{
							m_greentick.dwRight = 0;
						}

						if(  tsNow.lsTurn == TLS_RED && tsLast.lsTurn != TLS_RED )
						{
							m_redrealtime.dwTurnL = dwTimeLow;
							m_redrealtime.dwTurnH = dwTimeHigh;
						}
						if(  tsNow.lsTurn == TLS_GREEN && tsLast.lsTurn != TLS_GREEN )
						{
							m_greentick.dwTurn = GetSystemTick() - iRelayTimeMs - iGreenRelayMs;
						}
						else if( tsNow.lsTurn != TLS_GREEN )
						{
							m_greentick.dwTurn = 0;
						}
					}
				}
			}
		}
		else
		{
			//如果无效场景数大于设定的值,则把当前的场景设成-1.
			m_iErrorSceneCount++;
			if( m_iErrorSceneCount >= (m_tlpTrafficLightParam.iValidSceneStatusCount * 2))
			{
				m_iLastLightStatus = -1;
				TRAFFICLIGHT_SCENE tsSceneStatus;
				GetLightScene(m_iLastLightStatus, &tsSceneStatus);

				//新增输出红绿灯灯组信息  lixh 2011-09-19 
				char pLightStatus[64];
				memset(pLightStatus, 0, 64);
				PrintLightStatus(ltsInfo , pLightStatus , 64);
				if( m_pCallback != NULL )
				{
					m_pCallback->TrafficSceneStatus(tsSceneStatus,pLightStatus);
				}
				//无效场景有可能是中间状态,红灯时间不能重置。
			}
			//如果无效场景帧数大过设定的值,则重置红绿灯框位置,红灯时间重置
			if( m_iErrorSceneCount > MAX_ERROR_COUNT )
			{
				m_iErrorSceneCount = 0;
				m_iLastOkLightStatus = -1;
				for(int i = 0; i < 4; ++i)
				{
					m_redrealtime.Reset();
					m_greentick.Reset();
				}
				if( m_tlpTrafficLightParam.iAutoScanLight == 1 )
				{
					for(int i = 0; i <m_tlpTrafficLightParam.iLightGroupCount; ++i)
					{
						if( S_OK == m_rgLightInfo[i].ReScan() )
						{
							HV_Trace(5, "TrafficLight ReScan ...\n");
						}
					}
				}
			}
		}
	}
	*iCurrentStatus = m_iCurLightStatus;
	*iLastStatus = m_iLastLightStatus;
	return hResult;
}
예제 #3
0
파일: Scene.cpp 프로젝트: uvbs/wx2Server
	return FALSE ;

__LEAVE_FUNCTION

	return TRUE ;
}

//判断用户有无进入场景的权限, 0:不能进,1:可以进入,-1:启动备份场景
INT Scene::CheckEnter( PlayerID_t PlayerID )
{
__ENTER_FUNCTION

	if( GetSceneType()==SCENE_TYPE_COPY )//如果此场景是副本场景
	{
		GamePlayer* pGamePlayer = g_pPlayerPool->GetPlayer(PlayerID) ;
		INT nSceneStatus = GetSceneStatus() ;
		TeamID_t nHumanTeamID = pGamePlayer->GetHuman()->GetDB()->GetDBTeamID() ;

		if( nSceneStatus!=SCENE_STATUS_RUNNING )
		{//或者副本场景未被分配使用
			g_pLog->FastSaveLog( LOG_FILE_1, "CheckEnter No Scene S=%d HT=%d ST=%d HG=%X SG=%X", 
				nSceneStatus,nHumanTeamID,m_CopyData.m_TeamID,pGamePlayer->m_HumanGUID,m_CopyData.m_TeamLeader ) ;
			return -1 ;
		}

		if( m_CopyData.IsHaveMember( pGamePlayer->m_HumanGUID) )
		{//能够进入副本
			return 1 ;
		}

		g_pLog->FastSaveLog( LOG_FILE_1, "CheckEnter Not Valid S=%d HT=%d ST=%d HG=%X SG=%X",