陈嘉乐
2020-07-10 48ba446936b51fffafa7c3600c0dadc6ac0e8c20
ZigbeeApp/Shared/Phone/UserCenter/CommonBase/Logic/HdlSceneLogic.cs
@@ -77,12 +77,12 @@
        }
        /// <summary>
        /// 刷新房间的场景列表
        /// 刷新本地的全部场景
        /// </summary>
        public async Task<bool> RefreshSceneUIList()
        public bool RefreshSceneUIList()
        {
            //获取网关存在的场景
            var sceneList = await ZigBee.Device.Scene.GetSceneListAsync();
            var sceneList = this.RefreshSceneListFromGateway();
            if (sceneList == null)
            {
                return false;
@@ -95,6 +95,8 @@
                    continue;
                }
                listEsxit.Add(scene.ScenesId);
                //刷新scene的信息
                this.RefreshScene(scene);
            }
            var listDelete = new List<SceneUI>();
@@ -109,10 +111,103 @@
            foreach (var sceneui in listDelete)
            {
                //执行删除
                this.RemoveScene(sceneui);
                this.DeleteLocalScene(sceneui);
            }
            return true;
        }
        /// <summary>
        /// 刷新scene的信息
        /// </summary>
        /// <param name="sceneInfo"></param>
        private void RefreshScene(Scene.GetSceneAllInfo sceneInfo)
        {
            if (this.dicScenes.ContainsKey(sceneInfo.ScenesId) == true)
            {
                var localScene = this.dicScenes[sceneInfo.ScenesId];
                //只刷新名字和绑定表
                localScene.Name = sceneInfo.ScenesName;
                localScene.AdjustTargetList.Clear();
                localScene.AdjustTargetList.AddRange(sceneInfo.DeviceList);
                localScene.Save();
            }
            else
            {
                var newScene = new SceneUI();
                newScene.Name = sceneInfo.ScenesName;
                newScene.IconPath = "SceneIcon/0.png";
                newScene.Id = sceneInfo.ScenesId;
                newScene.AdjustTargetList.AddRange(sceneInfo.DeviceList);
                //添加缓存
                newScene.Save();
                //加入缓存
                this.dicScenes[newScene.Id] = newScene;
                //备份
                HdlAutoBackupLogic.AddOrEditorFile(newScene.FileName);
            }
        }
        /// <summary>
        /// 从网关重新刷新场景列表
        /// </summary>
        /// <returns></returns>
        private List<Scene.GetSceneAllInfo> RefreshSceneListFromGateway()
        {
            var mainGateway = ZbGateway.MainGateWay;
            if (mainGateway == null)
            {
                //获取网关对象失败
                this.ShowTipMsg(Language.StringByID(R.MyInternationalizationString.uGetGatewayTagartFail));
                return null;
            }
            //超时时间
            int TimeOut = 0;
            bool receiptAll = false;
            var listScene = new List<Scene.GetSceneAllInfo>();
            Action<string, string> action = (topic, message) =>
            {
                var gatewayID = topic.Split('/')[0];
                var jobject = Newtonsoft.Json.Linq.JObject.Parse(message);
                if (topic == gatewayID + "/" + "Scene/GetAllInfo_Respon")
                {
                    var sceneGetAllInfo = Newtonsoft.Json.JsonConvert.DeserializeObject<Scene.GetSceneAllInfo>(jobject["Data"].ToString());
                    listScene.Add(sceneGetAllInfo);
                    if (sceneGetAllInfo.ScenesNum == sceneGetAllInfo.ScenesSum)
                    {
                        //接收完成
                        receiptAll = true;
                        TimeOut = 0;
                    }
                }
            };
            mainGateway.Actions += action;
            var jObject = new Newtonsoft.Json.Linq.JObject { { "Cluster_ID", 0 }, { "Command", 807 } };
            mainGateway.Send(("Scene/GetAllInfo"), System.Text.Encoding.UTF8.GetBytes(jObject.ToString()));
            int waitTime = 20 * 6;
            while (receiptAll == false && TimeOut < waitTime)
            {
                //全部接收才退出
                System.Threading.Thread.Sleep(50);
                TimeOut++;
            }
            mainGateway.Actions -= action;
            action = null;
            if (receiptAll == false)
            {
                //网络不稳定,场景列表信息缺损
                this.ShowTipMsg(Language.StringByID(R.MyInternationalizationString.uNetworkUnStableAndSceneInfoIsNotFull));
                return null;
            }
            return listScene;
        }
        #endregion
@@ -120,78 +215,141 @@
        #region ■ 添加场景___________________________
        /// <summary>
        /// 添加场景(更新网关)  0失败 1成功  -1已经存在
        /// 添加新场景到网关(返回null代表出错)
        /// </summary>
        /// <returns>The scene.</returns>
        /// <param name="sceneName">Scene name.</param>
        /// <param name="sceneIconPath">背景图片,不包含住宅路径 如果iconPathType=1或者2 需要拼接住宅 变成 住宅/sceneIconPath</param>
        /// <param name="commons">Commons.</param>
        /// <param name="iconPathType">I场景背景图片来源类型 图片来源 0--本地图库 1--拍照 2--系统图库 默认0</param>
        public async Task<int> AddScene(Room i_room, string sceneName, string sceneIconPath, List<Scene.AddSceneMemberData> commons, int iconPathType)
        /// <param name="sceneName">场景名称</param>
        /// <param name="listAdjustTarget">执行目标</param>
        /// <returns></returns>
        public async Task<SceneUI> AddNewSceneToGateway(string sceneName, List<Scene.DeviceListData> listAdjustTarget)
        {
            var getSceneIdAllData = await Scene.GetSceneNewIdAsync(sceneName);
            if (getSceneIdAllData == null || getSceneIdAllData.getSceneIdData == null)
            int NewScenesId = -1;
            //如果当前住宅不是虚拟住宅
            if (Common.Config.Instance.Home.IsVirtually == false)
            {
                return 0;
            }
            var getSceneIdData = getSceneIdAllData.getSceneIdData;
            bool result = true;
            foreach (var common in commons)
            {
                //添加新成员
                var addSceneMemberData = new Scene.AddSceneMemberData
                var result1 = await Scene.GetSceneNewIdAsync(sceneName);
                //共通错误检测
                string error = HdlCheckLogic.Current.CheckCommonErrorCode(result1);
                if (error != null)
                {
                    Type = common.Type,
                    DeviceAddr = common.DeviceAddr,
                    Epoint = common.Epoint,
                    ScenesId = getSceneIdData.NewScenesId,
                    TaskList = common.TaskList,
                    DelayTime = common.DelayTime,
                    MemberNumber = common.MemberNumber,
                    ElseScenesId = common.ElseScenesId
                };
                    this.ShowErrorMsg(error);
                    return null;
                }
                if (result1 == null || result1.getSceneIdData == null)
                {
                    //添加场景失败
                    string msg1 = Language.StringByID(R.MyInternationalizationString.AddSceneFail);
                    //拼接上【网关回复超时】的Msg
                    msg1 = UserCenterLogic.CombineGatewayTimeOutMsg(msg1, result1);
                    this.ShowTipMsg(msg1);
                    return null;
                }
                NewScenesId = result1.getSceneIdData.NewScenesId;
            }
            else
            {
                //虚拟场景ID
                NewScenesId = Convert.ToInt32(DateTime.Now.ToString("HHmmss"));
            }
            //添加执行目标
            var listSuccess = await this.AddTargetToScene(NewScenesId, listAdjustTarget);
            if (listSuccess == null)
            {
                return null;
            }
            //创建场景对象
            var newScene = new SceneUI();
            newScene.Name = sceneName;
            newScene.Id = NewScenesId;
            newScene.AdjustTargetList.AddRange(listSuccess);
            //添加缓存
            newScene.Save();
            //加入缓存
            this.dicScenes[newScene.Id] = newScene;
            return newScene;
        }
        /// <summary>
        /// 添加执行目标到指定的场景(返回成功添加的执行目标)
        /// </summary>
        /// <param name="sceneId">场景Id</param>
        /// <param name="listAdjustTarget">执行目标</param>
        /// <returns></returns>
        private async Task<List<Scene.DeviceListData>> AddTargetToScene(int sceneId, List<Scene.DeviceListData> listAdjustTarget)
        {
            //如果当前住宅是虚拟住宅的话
            if (Common.Config.Instance.Home.IsVirtually == true)
            {
                //不需要更新网关
                return listAdjustTarget;
            }
            var listSuccess = new List<Scene.DeviceListData>();
            for (int i = 0; i < listAdjustTarget.Count; i++)
            {
                var data = listAdjustTarget[i];
                var addData = new Scene.AddSceneMemberData();
                if (data.Type == 0)
                {
                    //设备
                    addData.Type = 0;
                    addData.ScenesId = sceneId;
                    addData.DeviceAddr = data.DeviceAddr;
                    addData.Epoint = data.Epoint;
                    addData.TaskList = data.TaskList;
                    addData.DelayTime = 0;
                    addData.MemberNumber = i + 1;
                }
                else if (data.Type == 1)
                {
                    //场景
                    addData.Type = 1;
                    addData.ScenesId = sceneId;
                    addData.ElseScenesId = data.ElseScenesId;
                    addData.DelayTime = 0;
                    addData.MemberNumber = i + 1;
                }
                else
                {
                    //延时
                    addData.Type = 2;
                    addData.ScenesId = sceneId;
                    addData.DelayTime = data.DelayTime;
                    addData.MemberNumber = i + 1;
                }
                //添加新成员 返回结果
                var addSceneMemberResponseAllData = await Scene.AddSceneMemberAsync(addSceneMemberData);
                if (addSceneMemberResponseAllData == null || addSceneMemberResponseAllData.addSceneMemberResponseData == null)
                var result2 = await Scene.AddSceneMemberAsync(addData);
                if (result2 == null || result2.addSceneMemberResponseData == null
                    || result2.addSceneMemberResponseData.Result != 1)
                {
                    continue;
                }
                var addSceneMemberResponseData = addSceneMemberResponseAllData.addSceneMemberResponseData;
                if (addSceneMemberResponseData == null && addSceneMemberResponseData.Result != 1)
                {
                    result = false;
                }
                //拥有成功的
                listSuccess.Add(data);
            }
            //加入成功
            if (result)
            if (listSuccess.Count == 0)
            {
                var sceneUI = new SceneUI
                {
                    Name = sceneName,
                    Id = getSceneIdData.NewScenesId,
                    IconPath = sceneIconPath,
                    IconPathType = iconPathType,
                    AddSceneMemberDataList = commons
                };
                //添加缓存
                sceneUI.Save();
                this.dicScenes[sceneUI.Id] = sceneUI;
                if (i_room.ListSceneId.Contains(sceneUI.Id) == false)
                {
                    i_room.ListSceneId.Add(sceneUI.Id);
                    i_room.Save();
                }
                return 1;
                //添加执行目标失败
                string msg1 = Language.StringByID(R.MyInternationalizationString.uAddAdjustTargetFail);
                this.ShowTipMsg(msg1);
                return null;
            }
            return 0;
            //如果不是全部成功的话,提示
            if (listSuccess.Count != listAdjustTarget.Count)
            {
                //个别执行目标添加失败
                string msg1 = Language.StringByID(R.MyInternationalizationString.uSomeAdjustTargetAddFail);
                this.ShowTipMsg(msg1);
            }
            return listSuccess;
        }
        /// <summary>
        /// 添加场景(这个单纯只改房间)
        /// </summary>
        /// <param name="scene">Scene.</param>
        public void AddScene(Room i_room, SceneUI scene)
        public void AddSceneToRoom(Room i_room, SceneUI scene)
        {
            //添加缓存
            if (i_room.ListSceneId.Contains(scene.Id) == false)
@@ -202,17 +360,72 @@
        }
        /// <summary>
        /// 删除场景(这个只移除内存)
        /// 改变场景房间
        /// </summary>
        /// <param name="scene"></param>
        public void DeleteScene(Room i_room, SceneUI scene)
        /// <param name="scene">场景对象</param>
        /// <param name="newRoomId">新的房间的ID</param>
        public void ChangedSceneRoom(SceneUI scene, string newRoomId)
        {
            //移除缓存
            if (i_room.ListSceneId.Contains(scene.Id) == true)
            var room = HdlRoomLogic.Current.GetRoomBySceneId(scene.Id);
            if (room != null)
            {
                i_room.ListSceneId.Remove(scene.Id);
                i_room.Save();
                //房间没有改变
                if (room.Id == newRoomId)
                {
                    return;
                }
                //从房间中移除缓存
                this.DeleteSceneFromRoom(room, scene);
            }
            //添加进新房间
            var newRoom = HdlRoomLogic.Current.GetRoomById(newRoomId);
            this.AddSceneToRoom(newRoom, scene);
        }
        /// <summary>
        /// 添加搜藏场景
        /// </summary>
        /// <param name="scene">Scene.</param>
        public void AddLoveScene(SceneUI scene)
        {
            var nowRoom = HdlRoomLogic.Current.GetLoveRoom();
            //添加缓存
            if (nowRoom.ListSceneId.Contains(scene.Id) == false)
            {
                nowRoom.ListSceneId.Add(scene.Id);
                nowRoom.Save();
            }
        }
        /// <summary>
        /// 添加虚拟场景
        /// </summary>
        /// <param name="sceneId">指定场景id,如果为-1,则会内部自动编号(可能会重复)</param>
        /// <param name="sceneName">场景名字</param>
        /// <param name="listAdjustTarget">绑定目标</param>
        /// <returns></returns>
        public SceneUI AddVirtualScene(int sceneId, string sceneName, List<Scene.DeviceListData> listAdjustTarget)
        {
            if (sceneId == -1)
            {
                sceneId = Convert.ToInt32(DateTime.Now.ToString("HHmmss"));
            }
            //创建场景对象
            var newScene = new SceneUI();
            newScene.Name = sceneName;
            newScene.IconPath = "SceneIcon/0.png";
            //虚拟场景ID
            newScene.Id = sceneId;
            if (listAdjustTarget != null)
            {
                newScene.AdjustTargetList.AddRange(listAdjustTarget);
            }
            //添加缓存
            newScene.Save();
            //加入缓存
            this.dicScenes[newScene.Id] = newScene;
            return newScene;
        }
        #endregion
@@ -220,67 +433,136 @@
        #region ■ 修改场景___________________________
        /// <summary>
        /// 修改场景设备 0失败 1成功
        /// 修改网关的场景
        /// </summary>
        /// <returns>The scene.</returns>
        /// <param name="sceneUI">Scene user interface.</param>
        /// <param name="sceneRemoveMemberData">Scene remove member data.</param>
        /// <param name="addCommons">Add commons.</param>
        public async Task<int> ModifyScene(SceneUI sceneUI, Scene.SceneRemoveMemberData sceneRemoveMemberData, List<Scene.AddSceneMemberData> addCommons)
        /// <param name="sceneUI">场景对象</param>
        /// <param name="listAdjustTarget">全部的执行目标</param>
        /// <returns></returns>
        public async Task<bool> EditorSceneFromGateway(SceneUI sceneUI, List<Scene.DeviceListData> listAdjustTarget)
        {
            bool result = true;
            //移除成员 返回结果
            var removeSceneMemberResponseAllData = await ZigBee.Device.Scene.RemoveSceneMemberAsync(sceneRemoveMemberData);
            if (removeSceneMemberResponseAllData == null || removeSceneMemberResponseAllData.removeSceneMemberResponseData == null)
            //如果当前住宅是虚拟住宅的话
            if (Common.Config.Instance.Home.IsVirtually == true)
            {
                return 0;
            }
            var removeSceneMemberResponseData = removeSceneMemberResponseAllData.removeSceneMemberResponseData;
            if (removeSceneMemberResponseData == null)
            {
                return 0;
            }
            if (removeSceneMemberResponseData.Result != 0)
            {
                result = false;
            }
            //添加
            foreach (var addCommon in addCommons)
            {
                //添加新成员
                var addSceneMemberData = new ZigBee.Device.Scene.AddSceneMemberData
                {
                    DeviceAddr = addCommon.DeviceAddr,
                    Type = addCommon.Type,
                    Epoint = addCommon.Epoint,
                    ScenesId = sceneUI.Id,
                    TaskList = addCommon.TaskList,
                    DelayTime = addCommon.DelayTime,
                    ElseScenesId = addCommon.ElseScenesId,
                    MemberNumber = addCommon.MemberNumber
                };
                //添加新成员 返回结果
                var addSceneMemberResponseAllData = await ZigBee.Device.Scene.AddSceneMemberAsync(addSceneMemberData);
                if (addSceneMemberResponseAllData == null || addSceneMemberResponseAllData.addSceneMemberResponseData == null)
                {
                    result = false;
                    System.Console.WriteLine("添加场景失败");
                    continue;
                }
                var addSceneMemberResponseData = addSceneMemberResponseAllData.addSceneMemberResponseData;
                if (addSceneMemberResponseData == null && addSceneMemberResponseData.Result != 1)
                {
                    result = false;
                }
            }
            //加入成功
            if (result)
            {
                sceneUI.AddSceneMemberDataList = addCommons;
                //清空场景的执行目标列表的缓存
                sceneUI.AdjustTargetList.Clear();
                sceneUI.AdjustTargetList.AddRange(listAdjustTarget);
                sceneUI.Save();
                return 1;
                return true;
            }
            return 0;
            //先清空全部的执行目标
            var deleteData = new Scene.SceneRemoveMemberData();
            var deleteTargetData = new List<Scene.RemoveSceneDeviceListInfo>();
            for (int i = 0; i < sceneUI.AdjustTargetList.Count; i++)
            {
                var data = sceneUI.AdjustTargetList[i];
                var removeData = new Scene.RemoveSceneDeviceListInfo();
                if (data.Type == 0)
                {
                    //设备
                    removeData.Type = 0;
                    removeData.DeviceAddr = data.DeviceAddr;
                    removeData.Epoint = data.Epoint;
                    removeData.MemberNumber = data.MemberNumber;
                }
                else if (data.Type == 1)
                {
                    //场景
                    removeData.Type = 1;
                    removeData.ElseScenesId = data.ElseScenesId;
                    removeData.MemberNumber = data.MemberNumber;
                }
                else
                {
                    //延时
                    removeData.Type = 2;
                    removeData.DelayTime = data.DelayTime;
                    removeData.MemberNumber = data.MemberNumber;
                }
                //拥有成功的
                deleteTargetData.Add(removeData);
            }
            deleteData.DeviceList = deleteTargetData;
            deleteData.ScenesId = sceneUI.Id;
            //执行清空
            var result = await Scene.RemoveSceneMemberAsync(deleteData);
            if (result == null || result.removeSceneMemberResponseData == null)
            {
                //初始化执行目标失败
                string msg1 = Language.StringByID(R.MyInternationalizationString.uInitAdjustTargetFail);
                //拼接上【网关回复超时】的Msg
                msg1 = UserCenterLogic.CombineGatewayTimeOutMsg(msg1, result);
                this.ShowTipMsg(msg1);
                return false;
            }
            if (result.removeSceneMemberResponseData.Result != 0)
            {
                //初始化执行目标失败
                string msg1 = Language.StringByID(R.MyInternationalizationString.uInitAdjustTargetFail);
                this.ShowTipMsg(msg1);
                return false;
            }
            //清空场景的执行目标列表的缓存
            sceneUI.AdjustTargetList.Clear();
            //然后重新添加
            var listSuccess = await this.AddTargetToScene(sceneUI.Id, listAdjustTarget);
            if (listSuccess == null)
            {
                return false;
            }
            sceneUI.AdjustTargetList.AddRange(listSuccess);
            sceneUI.Save();
            return true;
        }
        /// <summary>
        /// 修改网关的场景名称
        /// </summary>
        /// <param name="scene">场景对象</param>
        /// <param name="newName">新的名字</param>
        /// <returns></returns>
        public async Task<bool> EditorSceneNameFromGateway(SceneUI scene, string newName)
        {
            //如果当前住宅是虚拟住宅的话
            if (Common.Config.Instance.Home.IsVirtually == true)
            {
                //不需要更新网关
                return true;
            }
            var result1 = await Scene.RenameSceneAsync(scene.Id, newName);
            //共通错误检测
            string error = HdlCheckLogic.Current.CheckCommonErrorCode(result1);
            if (error != null)
            {
                this.ShowErrorMsg(error);
                return false;
            }
            if (result1 == null || result1.sceneRenameResponseData == null)
            {
                //修改场景名称失败
                string msg1 = Language.StringByID(R.MyInternationalizationString.uEditorSceneNameFail);
                //拼接上【网关回复超时】的Msg
                msg1 = UserCenterLogic.CombineGatewayTimeOutMsg(msg1, result1);
                this.ShowTipMsg(msg1);
                return false;
            }
            if (result1.sceneRenameResponseData.Result == 2)
            {
                //目标场景不存在
                string msg1 = Language.StringByID(R.MyInternationalizationString.uTargetSceneIsNotExsit);
                this.ShowTipMsg(msg1);
                return false;
            }
            if (result1.sceneRenameResponseData.Result != 1)
            {
                //修改场景名称失败
                string msg1 = Language.StringByID(R.MyInternationalizationString.uEditorSceneNameFail);
                this.ShowTipMsg(msg1);
                return false;
            }
            return true;
        }
        #endregion
@@ -288,10 +570,10 @@
        #region ■ 删除场景___________________________
        /// <summary>
        /// 移除场景--该仅进行了对本地场景数据的删除
        /// 删除本地场景数据
        /// </summary>
        /// <param name="sceneUI">Scene user interface.</param>
        public void RemoveScene(SceneUI sceneUI)
        public void DeleteLocalScene(SceneUI sceneUI)
        {
            //移除缓存
            this.dicScenes.Remove(sceneUI.Id);
@@ -324,6 +606,35 @@
                    Global.DeleteFilebyHomeId(sceneUI.IconPath);
                    HdlAutoBackupLogic.DeleteFile(sceneUI.IconPath);
                }
            }
        }
        /// <summary>
        /// 删除场景(这个只移除内存)
        /// </summary>
        /// <param name="scene"></param>
        public void DeleteSceneFromRoom(Room i_room, SceneUI scene)
        {
            //移除缓存
            if (i_room.ListSceneId.Contains(scene.Id) == true)
            {
                i_room.ListSceneId.Remove(scene.Id);
                i_room.Save();
            }
        }
        /// <summary>
        /// 删除搜藏场景
        /// </summary>
        /// <param name="scene"></param>
        public void DeleteLoveScene(SceneUI scene)
        {
            var nowRoom = HdlRoomLogic.Current.GetLoveRoom();
            //移除缓存
            if (nowRoom.ListSceneId.Contains(scene.Id) == true)
            {
                nowRoom.ListSceneId.Remove(scene.Id);
                nowRoom.Save();
            }
        }
@@ -373,13 +684,14 @@
        /// <returns></returns>
        public string GetZoneById(int sceneId)
        {
            var room =HdlRoomLogic.Current.GetRoomBySceneId(sceneId);
            var room = HdlRoomLogic.Current.GetRoomBySceneId(sceneId);
            if (room == null)
            {
                return null;
            }
            var floorName = Shared.Common.Config.Instance.Home.GetFloorNameById(room.FloorId);
            if (floorName == null)
            var floorName = HdlResidenceLogic.Current.GetFloorNameById(room.FloorId);
            //更改代码:如果floorName=“”也要判断,否则有“,”
            if (string.IsNullOrEmpty(floorName))
            {
                return room.Name;
            }
@@ -398,6 +710,11 @@
            var listAllRoom = HdlRoomLogic.Current.GetAllListRooms();
            foreach (var room in listAllRoom)
            {
                if (room.IsLove == true)
                {
                    //不包含收藏房间
                    continue;
                }
                foreach (int sceneId in room.ListSceneId)
                {
                    if (listEsxit.Contains(sceneId) == false)
@@ -413,11 +730,6 @@
                    sceneUIs.Add(myScene);
                }
            }
            if (sceneUIs.Count == 0)
            {
                return null;
            }
            return sceneUIs;
        }
@@ -431,6 +743,11 @@
            var listAllRoom = HdlRoomLogic.Current.GetAllListRooms();
            foreach (var room in listAllRoom)
            {
                if (room.IsLove == true)
                {
                    //不包含收藏房间
                    continue;
                }
                foreach (int sceneId in room.ListSceneId)
                {
                    if (this.dicScenes.ContainsKey(sceneId) == true)
@@ -463,6 +780,138 @@
        #endregion
        #region ■ 调用场景___________________________
        /// <summary>
        /// 调用场景
        /// </summary>
        /// <param name="scene"></param>
        /// <returns></returns>
        public async Task<bool> ControlScene(SceneUI scene)
        {
            if (scene.RemainTime > 0)
            {
                HdlThreadLogic.Current.RunMain(() =>
                {
                    //该场景正在延时,请稍后
                    var msgContr = new ShowMsgControl(ShowMsgType.Tip, Language.StringByID(R.MyInternationalizationString.TheSceneIsDelaying));
                    msgContr.Show();
                });
                return false;
            }
            //如果是虚拟住宅
            if (Common.Config.Instance.Home.IsVirtually == true)
            {
                //不调用网关
                return true;
            }
            //执行调用场景
            var result = await Scene.ControlSceneAsync(scene.Id, scene.SceneDelayTime);
            if (result == null || result.sceneOpenData == null)
            {
                //控制场景失败
                string msg = Language.StringByID(R.MyInternationalizationString.ControlSceneFail);
                //拼接上【网关回复超时】的Msg
                msg = UserCenterLogic.CombineGatewayTimeOutMsg(msg, result);
                HdlThreadLogic.Current.RunMain(() =>
                {
                    //该场景正在延时,请稍后
                    var msgContr = new ShowMsgControl(ShowMsgType.Tip, msg);
                    msgContr.Show();
                });
                return false;
            }
            if (result.sceneOpenData.Result == 0)
            {
                //控制场景失败
                string msg = Language.StringByID(R.MyInternationalizationString.ControlSceneFail);
                HdlThreadLogic.Current.RunMain(() =>
                {
                    //该场景正在延时,请稍后
                    var msgContr = new ShowMsgControl(ShowMsgType.Tip, msg);
                    msgContr.Show();
                });
                return false;
            }
            return true;
        }
        #endregion
        #region ■ 获取场景的执行目标列表_____________
        /// <summary>
        /// 获取场景的执行目标列表
        /// </summary>
        /// <param name="i_scene">场景对象</param>
        /// <returns></returns>
        public async Task<List<Scene.DeviceListData>> GetAdjustTargetList(SceneUI i_scene)
        {
            //如果住宅为虚拟住宅
            if (Common.Config.Instance.Home.IsVirtually == true)
            {
                var listAdjustTarget = new List<Scene.DeviceListData>();
                listAdjustTarget.AddRange(i_scene.AdjustTargetList);
                return listAdjustTarget;
            }
            var result = await Scene.GetSceneDeviceListAsync(i_scene.Id);
            //共通错误检测
            string error = HdlCheckLogic.Current.CheckCommonErrorCode(result);
            if (error != null)
            {
                this.ShowErrorMsg(error);
                return null;
            }
            if (result == null || result.getSceneDeviceListInfo == null)
            {
                //获取执行目标失败
                string msg = Language.StringByID(R.MyInternationalizationString.uGetAdjustTargetFail);
                //拼接上【网关回复超时】的Msg
                msg = UserCenterLogic.CombineGatewayTimeOutMsg(msg, result);
                this.ShowTipMsg(msg);
                return null;
            }
            i_scene.AdjustTargetList = result.getSceneDeviceListInfo.DeviceList;
            //保存缓存
            i_scene.Save(false);
            var listData = new List<Scene.DeviceListData>();
            listData.AddRange(result.getSceneDeviceListInfo.DeviceList);
            return listData;
        }
        #endregion
        #region ■ 延时时间线程_______________________
        /// <summary>
        /// 开启延时时间线程(旨在全部地方的同一场景时间同步)
        /// </summary>
        public void StartDelayTimeThread(SceneUI i_scene)
        {
            if (i_scene.RemainThreadAction == true)
            {
                //线程在运行中
                return;
            }
            i_scene.RemainThreadAction = true;
            HdlThreadLogic.Current.RunThread(() =>
            {
                while (i_scene.RemainTime > 0)
                {
                    System.Threading.Thread.Sleep(1000);
                    i_scene.RemainTime--;
                }
                i_scene.RemainThreadAction = false;
            });
        }
        #endregion
        #region ■ 一般方法___________________________
        /// <summary>
@@ -485,6 +934,33 @@
            }
            return listSceneFile;
        }
        /// <summary>
        /// 显示错误信息窗口
        /// </summary>
        /// <param name="msg"></param>
        private void ShowErrorMsg(string msg)
        {
            Application.RunOnMainThread(() =>
            {
                var contr = new ShowMsgControl(ShowMsgType.Error, msg);
                contr.Show();
            });
        }
        /// <summary>
        /// 显示Tip信息窗口
        /// </summary>
        /// <param name="msg"></param>
        private void ShowTipMsg(string msg)
        {
            Application.RunOnMainThread(() =>
            {
                var contr = new ShowMsgControl(ShowMsgType.Tip, msg);
                contr.Show();
            });
        }
        #endregion
    }
}