Adds immediate migration results in progress

This commit is contained in:
torsten committed 2026-08-19 11:18:24 +02:00
1 parent 8453e104c5
commit 3bb6e89496
2102 files changed
+17482 -15071

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@@ -65,7 +65,7 @@ EffectorData ObjectEffector::effectorData() const
void ObjectEffector::assignAesItemRequest(int aesItemId)
{
DEBUG_LOG() << "assignAesItemRequest aesItemId=" << aesItemId;
DEBUG_LOG(m_logger) << "assignAesItemRequest aesItemId=" << aesItemId;
m_aesItemId = aesItemId;
// Statemachine mit new anlegen
if (m_effectorStateMachine)
@@ -101,7 +101,7 @@ void ObjectEffector::assignAesItemRequest(int aesItemId)
void ObjectEffector::deleteAssignmentAesItem()
{
DEBUG_LOG() << "deleteAssignmentAesItem";
DEBUG_LOG(m_logger) << "deleteAssignmentAesItem";
if (m_effectorStateMachine)
{
delete m_effectorStateMachine;
@@ -119,7 +119,7 @@ bool ObjectEffector::reportFireReadinessRequest() // Feuerbereitschaft melden
void ObjectEffector::fireOrderRequest() // Feuerbefehl erhalten
{
DEBUG_LOG() << "fireOrderRequest";
DEBUG_LOG(m_logger) << "fireOrderRequest";
if (!m_effectorStateMachine)
return;
@@ -128,7 +128,7 @@ void ObjectEffector::fireOrderRequest() // Feuerbefehl erhalten
void ObjectEffector::fireRequest() // Feuern
{
DEBUG_LOG() << "fireRequest";
DEBUG_LOG(m_logger) << "fireRequest";
if (!m_effectorStateMachine)
return;
m_effectorStateMachine->fire();
@@ -136,7 +136,7 @@ void ObjectEffector::fireRequest() // Feuern
bool ObjectEffector::reportFiredRequest() // Abgefeuert melden
{
DEBUG_LOG() << "reportFiredRequest";
DEBUG_LOG(m_logger) << "reportFiredRequest";
if (!m_effectorStateMachine)
return false;
return m_effectorStateMachine->reportFired();
@@ -144,7 +144,7 @@ bool ObjectEffector::reportFiredRequest() // Abgefeuert melden
void ObjectEffector::reportEmptyChargeRequest(bool emptyCharge) // Munition leer
{
DEBUG_LOG() << "reportEmptyChargeRequest";
DEBUG_LOG(m_logger) << "reportEmptyChargeRequest";
if (!m_effectorStateMachine)
return;
m_effectorStateMachine->setEmptyCharge(emptyCharge);
@@ -166,7 +166,7 @@ void ObjectEffector::resetReadynessTimer()
void ObjectEffector::sendEffectorToDds()
{
// Effector Effector;
DEBUG_LOG() << "sendEffectorToDds NewState= " << m_effectorStateMachine->getCurrentStateStr() << ", participantId=" << m_participantId
DEBUG_LOG(m_logger) << "sendEffectorToDds NewState= " << m_effectorStateMachine->getCurrentStateStr() << ", participantId=" << m_participantId
<< ", aesItemId=" << m_aesItemId;
AreaEffectSimulation::Effector effector;
effector.id(m_participantId);
@@ -178,11 +178,11 @@ void ObjectEffector::sendEffectorToDds()
void ObjectEffector::onEffectorFired()
{
DEBUG_LOG() << "onEffectorFired";
DEBUG_LOG(m_logger) << "onEffectorFired";
if (m_firingStrategy == nullptr)
{
ERROR_LOG() << "Not possible to fire. No firing strategy specified.";
ERROR_LOG(m_logger) << "Not possible to fire. No firing strategy specified.";
return;
}
@@ -195,7 +195,7 @@ void ObjectEffector::onEffectorFired()
// Input: SAA-Format, relativ zum Geschoss in metern und die Zeit relativ zur Abschusszeit
void ObjectEffector::setIndendedTrajectory(const std::vector<Core::RelativePositionRelativeTime> &geometryRelativeToLaunchOrigin)
{
DEBUG_LOG() << "setTrajectory #points=" << geometryRelativeToLaunchOrigin.size();
DEBUG_LOG(m_logger) << "setTrajectory #points=" << geometryRelativeToLaunchOrigin.size();
m_intendendTrajectory.clear();
for (const Core::RelativePositionRelativeTime &geoPosRelTime : geometryRelativeToLaunchOrigin)
{
@@ -209,7 +209,7 @@ void ObjectEffector::setIndendedTrajectory(const std::vector<Core::RelativePosit
void ObjectEffector::setEffectorData(const EffectorData &effectorData)
{
DEBUG_LOG() << "setEffectorData";
DEBUG_LOG(m_logger) << "setEffectorData";
m_effectorData = effectorData;
setIndendedTrajectory(effectorData.trajectoryRelative());
delete m_firingStrategy;
@@ -221,7 +221,7 @@ void ObjectEffector::setEffectorData(const EffectorData &effectorData)
void ObjectEffector::logMessage(QString message)
{
DEBUG_LOG() << "EffectorStateMachine logMessage=" << message << ", aesItemId=" << m_aesItemId << ", m_participantId=" << m_participantId;
DEBUG_LOG(m_logger) << "EffectorStateMachine logMessage=" << message << ", aesItemId=" << m_aesItemId << ", m_participantId=" << m_participantId;
}
} // namespace AreaEffectSimulation