xm
2020-04-16 6fa9d69da922c8049f5acfcbb9ce9fd26811024c
ZigbeeApp/Shared/Phone/UserCenter/CommonBase/Logic/HdlSceneLogic.cs
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using Shared.Common;
using System;
using System.Collections.Generic;
using System.Text;
using System.Threading.Tasks;
using ZigBee.Device;
namespace Shared.Phone.UserCenter
{
    /// <summary>
    /// 场景的逻辑
    /// </summary>
    public class HdlSceneLogic
    {
        #region ■ 变量声明___________________________
        /// <summary>
        /// 场景的逻辑
        /// </summary>
        private static HdlSceneLogic m_Current = null;
        /// <summary>
        /// 场景的逻辑
        /// </summary>
        public static HdlSceneLogic Current
        {
            get
            {
                if (m_Current == null)
                {
                    m_Current = new HdlSceneLogic();
                }
                return m_Current;
            }
        }
        /// <summary>
        /// 场景对象
        /// </summary>
        private Dictionary<int, SceneUI> dicScenes = new Dictionary<int, SceneUI>();
        #endregion
        #region ■ 刷新场景___________________________
        /// <summary>
        /// 从本地刷新场景
        /// </summary>
        public void ReFreshByLocal()
        {
            //清空场景
            this.dicScenes.Clear();
            //获取全部文件
            var listFile = this.GetAllSceneFile();
            foreach (string fileName in listFile)
            {
                try
                {
                    var jsonInfo = Encoding.UTF8.GetString(Global.ReadFileByHomeId(fileName));
                    var tempScene = Newtonsoft.Json.JsonConvert.DeserializeObject<SceneUI>(jsonInfo);
                    if (tempScene == null)
                    {
                        continue;
                    }
                    this.dicScenes[tempScene.Id] = tempScene;
                }
                catch(Exception ex)
                {
                    HdlLogLogic.Current.WriteLog(ex);
                    try
                    {
                        //删掉错误文件
                        Global.DeleteFilebyHomeId(fileName);
                    }
                    catch { }
                }
            }
        }
        /// <summary>
        /// 刷新本地的全部场景
        /// </summary>
        public async Task<bool> RefreshSceneUIList()
        {
            //获取网关存在的场景
            var sceneList = await ZigBee.Device.Scene.GetSceneListAsync();
            if (sceneList == null)
            {
                return false;
            }
            var listEsxit = new HashSet<int>();
            foreach (var scene in sceneList)
            {
                if (scene == null)
                {
                    continue;
                }
                listEsxit.Add(scene.ScenesId);
            }
            var listDelete = new List<SceneUI>();
            foreach (var scId in this.dicScenes.Keys)
            {
                if (listEsxit.Contains(scId) == false)
                {
                    //删除的对象
                    listDelete.Add(this.dicScenes[scId]);
                }
            }
            foreach (var sceneui in listDelete)
            {
                //执行删除
                this.RemoveScene(sceneui);
            }
            return true;
        }
        #endregion
        #region ■ 添加场景___________________________
        /// <summary>
        /// 添加新场景到网关(返回null代表出错)
        /// </summary>
        /// <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 result1 = await Scene.GetSceneNewIdAsync(sceneName);
            //共通错误检测
            string error = HdlCheckLogic.Current.CheckCommonErrorCode(result1);
            if (error != null)
            {
                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;
            }
            //添加执行目标
            var listSuccess = await this.AddTargetToScene(result1.getSceneIdData.NewScenesId, listAdjustTarget);
            if (listSuccess == null)
            {
                return null;
            }
            //创建场景对象
            var newScene = new SceneUI();
            newScene.Name = sceneName;
            newScene.Id = result1.getSceneIdData.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)
        {
            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 result2 = await Scene.AddSceneMemberAsync(addData);
                if (result2 == null || result2.addSceneMemberResponseData == null
                    || result2.addSceneMemberResponseData.Result != 1)
                {
                    continue;
                }
                //拥有成功的
                listSuccess.Add(data);
            }
            if (listSuccess.Count == 0)
            {
                //添加执行目标失败
                string msg1 = Language.StringByID(R.MyInternationalizationString.uAddAdjustTargetFail);
                this.ShowTipMsg(msg1);
                return null;
            }
            //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 AddSceneToRoom(Room i_room, SceneUI scene)
        {
            //添加缓存
            if (i_room.ListSceneId.Contains(scene.Id) == false)
            {
                i_room.ListSceneId.Add(scene.Id);
                i_room.Save();
            }
        }
        /// <summary>
        /// 改变场景房间
        /// </summary>
        /// <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)
        {
            var room = HdlRoomLogic.Current.GetRoomBySceneId(scene.Id);
            if (room != null)
            {
                //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>
        /// 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();
            }
        }
        #endregion
        #region ■ 修改场景___________________________
        /// <summary>
        /// 修改网关的场景
        /// </summary>
        /// <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)
        {
            //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)
        {
            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
        #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
        /// </summary>
        /// <param name="sceneUI">Scene user interface.</param>
        public void RemoveScene(SceneUI sceneUI)
        {
            //移除缓存
            this.dicScenes.Remove(sceneUI.Id);
            var room = HdlRoomLogic.Current.GetRoomBySceneId(sceneUI.Id);
            if (room != null)
            {
                room.ListSceneId.Remove(sceneUI.Id);
                room.Save();
            }
            //移除喜爱
            var roomLove = HdlRoomLogic.Current.GetLoveRoom();
            if (roomLove.ListSceneId.Contains(sceneUI.Id) == true)
            {
                roomLove.ListSceneId.Remove(sceneUI.Id);
                roomLove.Save();
            }
            //删除文件
            if (Global.IsExistsByHomeId(sceneUI.FileName) == true)
            {
                Global.DeleteFilebyHomeId(sceneUI.FileName);
                HdlAutoBackupLogic.DeleteFile(sceneUI.FileName);
            }
            //删除图片
            if (sceneUI.IconPathType == 1 || sceneUI.IconPathType == 2)
            {
                if (Global.IsExistsByHomeId(sceneUI.IconPath))
                {
                    Global.DeleteFilebyHomeId(sceneUI.IconPath);
                    HdlAutoBackupLogic.DeleteFile(sceneUI.IconPath);
                }
            }
        }
        #endregion
        #region ■ 获取场景___________________________
        /// <summary>
        /// 通过场景id获取场景
        /// </summary>
        /// <returns>The scene UIB y scene identifier.</returns>
        /// <param name="sceneId">Scene identifier.</param>
        public SceneUI GetSceneUIBySceneId(int sceneId)
        {
            if (this.dicScenes.ContainsKey(sceneId) == true)
            {
                return this.dicScenes[sceneId];
            }
            return null;
        }
        /// <summary>
        /// 获取该楼层所有场景
        /// </summary>
        /// <param name="floorId"></param>
        /// <returns></returns>
        public List<SceneUI> GetSameFloorScenes(string floorId)
        {
            List<SceneUI> sceneUIs = new List<SceneUI>();
            var rooms = HdlRoomLogic.Current.GetRoomsByFloorId(floorId);
            foreach (var r in rooms)
            {
                foreach (int sceneId in r.ListSceneId)
                {
                    if (this.dicScenes.ContainsKey(sceneId) == true)
                    {
                        sceneUIs.Add(this.dicScenes[sceneId]);
                    }
                }
            }
            return sceneUIs;
        }
        /// <summary>
        /// 根据场景Id,获取楼层和房间名字(楼层,房间名字)
        /// </summary>
        /// <returns></returns>
        public string GetZoneById(int 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)
            {
                return room.Name;
            }
            return $"{floorName},{room.Name}";
        }
        /// <summary>
        /// 获取未分配区域场景
        /// </summary>
        /// <returns></returns>
        public List<SceneUI> GetUnalloctedScenes()
        {
            List<SceneUI> sceneUIs = new List<SceneUI>();
            //已经存在的场景
            var listEsxit = new HashSet<int>();
            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)
                    {
                        listEsxit.Add(sceneId);
                    }
                }
            }
            foreach (var myScene in this.dicScenes.Values)
            {
                if (listEsxit.Contains(myScene.Id) == false)
                {
                    sceneUIs.Add(myScene);
                }
            }
            if (sceneUIs.Count == 0)
            {
                return null;
            }
            return sceneUIs;
        }
        /// <summary>
        /// 获取全部房间的全部场景
        /// </summary>
        /// <returns></returns>
        public List<SceneUI> GetAllRoomSceneList()
        {
            List<SceneUI> sceneUIs = new List<SceneUI>();
            var listAllRoom = HdlRoomLogic.Current.GetAllListRooms();
            foreach (var room in listAllRoom)
            {
                foreach (int sceneId in room.ListSceneId)
                {
                    if (this.dicScenes.ContainsKey(sceneId) == true)
                    {
                        sceneUIs.Add(this.dicScenes[sceneId]);
                    }
                }
            }
            return sceneUIs;
        }
        /// <summary>
        /// 获取指定房间的全部场景
        /// </summary>
        /// <returns></returns>
        public List<SceneUI> GetRoomSceneList(Room i_room)
        {
            List<SceneUI> sceneUIs = new List<SceneUI>();
            foreach (int sceneId in i_room.ListSceneId)
            {
                if (this.dicScenes.ContainsKey(sceneId) == true)
                {
                    sceneUIs.Add(this.dicScenes[sceneId]);
                }
            }
            return sceneUIs;
        }
        #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;
            }
            //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)
        {
            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>
        /// 获取本地全部的场景文件
        /// </summary>
        /// <returns></returns>
        public List<string> GetAllSceneFile()
        {
            List<string> listSceneFile = new List<string>();
            List<string> listAllFile = Global.FileListByHomeId();
            foreach (string file in listAllFile)
            {
                if (file.StartsWith("Scene_") == false)
                {
                    //如果不是场景文件
                    continue;
                }
                listSceneFile.Add(file);
            }
            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
    }
}