CounterDroneBackend/src/Unity/Assets/Scripts/Managers/SimulationBootstrap.cs
tian a19dced505 fix: SqliteConnectionTracker — AssemblyReloadEvents.beforeAssemblyReload 安全关闭
- 静态追踪所有 SQLiteConnection,domain reload 前 Dispose 全部
- 替换所有 GC.Collect+WaitForPendingFinalizers 为 Tracker 模式
- DatabaseManager、ScenarioManager、中、SimulationRunner 等全部 Track/Untrack
2026-06-13 12:30:48 +08:00

141 lines
6.3 KiB
C#

using System.Collections.Generic;
using System.IO;
using CounterDrone.Core;
using CounterDrone.Core.Algorithms;
using CounterDrone.Core.Models;
using CounterDrone.Core.Repository;
using CounterDrone.Core.Services;
using UnityEngine;
using UVector3 = UnityEngine.Vector3;
using AVector3 = CounterDrone.Core.Algorithms.Vector3;
namespace CounterDrone.Unity
{
/// <summary>一键启动:创建想定 → 推荐方案 → 运行仿真</summary>
public class SimulationBootstrap : MonoBehaviour
{
[Header("Simulation Settings")]
[SerializeField] private float _droneSpeed = 200f;
[SerializeField] private float _routeLength = 20000f;
[SerializeField] private float _timeScale = 4f;
public SimulationRunner Runner { get; private set; }
void Start()
{
var paths = new UnityPathProvider();
// 清理上次残留数据
if (System.IO.File.Exists(paths.GetMainDbPath()))
System.IO.File.Delete(paths.GetMainDbPath());
if (System.IO.Directory.Exists(paths.GetFramesDir()))
System.IO.Directory.Delete(paths.GetFramesDir(), true);
var dbm = new DatabaseManager(paths);
var db = dbm.OpenMainDb();
SqliteConnectionTracker.Track(db);
foreach (var a in DefaultAmmunition.GetAll()) db.Insert(a);
// 创建想定
var scenario = new ScenarioService(
new SimTaskRepository(db), new CombatSceneRepository(db),
new ControlZoneRepository(db), new TargetConfigRepository(db),
new EquipmentDeploymentRepository(db), new CloudDispersalRepository(db),
new RoutePlanRepository(db), new WaypointRepository(db));
var task = scenario.CreateTask("Unity Demo", "");
var taskId = task.Id;
scenario.SaveScene(taskId, new CombatScene
{
SceneType = (int)SceneType.Plain, WindSpeed = 3,
WindDirection = (int)WindDirection.W, Temperature = 22,
});
scenario.SaveTarget(taskId, new TargetConfig
{
GroupId = "default",
TargetType = (int)TargetType.Piston, PowerType = (int)PowerType.Piston,
Quantity = 1, TypicalSpeed = _droneSpeed, TypicalAltitude = 500,
});
scenario.SaveRoute(taskId, "default", new RoutePlan { FormationMode = (int)FormationMode.Single },
new List<Waypoint>
{
new Waypoint { PosX = 0, PosY = 500, PosZ = 0, Speed = _droneSpeed },
new Waypoint { PosX = _routeLength, PosY = 500, PosZ = 0, Speed = _droneSpeed },
});
// 推荐方案
var detail = scenario.GetTaskDetail(taskId);
var ammoCatalog = db.Table<AmmunitionSpec>().ToList();
var planner = new DefaultDefensePlanner(ammoCatalog);
var droneGroup = new DroneGroup
{
GroupId = "default",
Target = detail.Targets[0],
Route = detail.Routes[0],
Waypoints = detail.WaypointGroups["default"],
};
var fireUnits = new List<FireUnit>();
for (int i = 0; i < 8; i++)
fireUnits.Add(new FireUnit
{
Id = $"u{i}",
Type = PlatformType.GroundBased,
Position = new AVector3(5000 + i * 50, 0, 50),
MuzzleVelocity = 800,
TotalMunitions = 3,
AmmoTypes = new() { AerosolType.InertGas, AerosolType.ActiveMaterial, AerosolType.ActiveFuel },
});
var result = planner.Plan(fireUnits, new List<DroneGroup> { droneGroup }, detail.Scene);
scenario.SaveCloudDispersal(taskId, new CloudDispersal
{
PositionX = (droneGroup.Waypoints[0].PosX + droneGroup.Waypoints[^1].PosX) / 2,
PositionY = (droneGroup.Waypoints[0].PosY + droneGroup.Waypoints[^1].PosY) / 2,
PositionZ = (droneGroup.Waypoints[0].PosZ + droneGroup.Waypoints[^1].PosZ) / 2,
DisperseHeight = droneGroup.Target.TypicalAltitude,
Source = "Algorithm",
});
var equips = new List<EquipmentDeployment>();
foreach (var u in fireUnits)
equips.Add(new EquipmentDeployment
{
EquipmentRole = (int)EquipmentRole.LaunchPlatform,
PlatformType = (int)u.Type, Quantity = 1,
PositionX = u.Position.X, PositionY = u.Position.Y, PositionZ = u.Position.Z,
AerosolType = (int)u.AmmoTypes[0],
MunitionCount = u.TotalMunitions, Cooldown = u.Cooldown, MuzzleVelocity = u.MuzzleVelocity,
CruiseSpeed = u.CruiseSpeed > 0 ? u.CruiseSpeed : null,
ReleaseAltitude = u.ReleaseAltitude > 0 ? u.ReleaseAltitude : null,
});
scenario.SaveDeployment(taskId, equips);
SqliteConnectionTracker.Untrack(db);
db.Dispose();
var plan = result.Best;
Debug.Log($"规划方案: {plan.ThreatsEngaged} 威胁被分配, {plan.MergedSchedule.Count} 发, 概率 {plan.OverallProbability:P0}");
// 运行仿真
Runner = GetComponent<SimulationRunner>();
if (Runner == null) Runner = gameObject.AddComponent<SimulationRunner>();
else Runner.enabled = true;
Runner.LoadAndStart(taskId);
// 设置倍速
if (Runner.Engine != null)
{
Runner.Engine.TimeScale = _timeScale;
Debug.Log($"Engine state: {Runner.Engine.State}, drones: {Runner.Engine.Drones.Count}");
}
// 移动 Game 视图相机
var cam = Camera.main;
if (cam == null) { var cgo = new GameObject("MainCamera"); cgo.AddComponent<Camera>(); cam = cgo.GetComponent<Camera>(); cam.tag = "MainCamera"; }
cam.transform.position = new UVector3(_routeLength / 2f, 2000, -3000);
cam.transform.LookAt(new UVector3(_routeLength / 2f, 500, 0));
Debug.Log("Camera positioned. In Scene view, double-click 'Simulation' in Hierarchy to focus.");
}
}
}