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Tutorial/MultiWheel/MultiWheelC/PilotDefinition.cs
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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Net.Http;
using System.Numerics;
using System.Threading;
using System.Threading.Tasks;
using ClumsyCore;
using ClumsyCore.DTools;
using ClumsyCore.Interfaces;
using ClumsyCore.Pilot;
using ClumsyCore.Utilities;
using CommonUsage;
using CommonUsage.Chassis;
using FundamentalLib;
using FundamentalLib.Utilities;
using MDCSToolBox.Clumsy.Pilot.MultiWheel;
using Newtonsoft.Json;
using Vector = ClumsyCore.Utilities.Vector;
namespace MultiWheelC;
public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefinition>
{
public new float CarLength = 1472f;
public new float CarWidth = 948f;
public override void StandardInit()
{
InitMultiVehicleCoordination();
}
#region MultiVehicleCoordination ( MDCSToolBox 内联回 Tutorial)
[AsLowerIO(desc = "启用(手动)多车联动")] public bool MultiVehicleManualEnabled;
[AsLowerIO(desc = "(手动)多车联动模式")] public int MultiVehicleManualMode;
[FieldMember(desc = "多车联动已同步")] public bool MultiVehicleAligned;
[AsLowerIO(desc = "多车联动:遥控器Vx")] public float MultiVehicleManualVx;
[AsLowerIO(desc = "多车联动:遥控器Vy")] public float MultiVehicleManualVy;
[AsLowerIO(desc = "多车联动:遥控器Vth")] public float MultiVehicleManualVth;
// ===== Clumsy 侧脚本/动作驱动的手动等价输入(不走 Medulla IO,不会被 IO 同步覆盖)=====
// 手动 IO 字段是 [AsLowerIO]Medulla→ClumsyMedulla 每周期回写),Clumsy 侧 MovementTest 写它们会被覆盖。
// 因此提供这组内部字段,让 Clumsy 侧动作(如 FleetRotateInPlace)能像 FleetRemote 一样驱动车队联动:
// ScriptEnabled=使能;Mode 0=常规 1=蟹行 2=原地旋转;Vx/Vy/Vth 语义与手动遥控完全一致(m/s、m/s、deg/s)。
[FieldMember(desc = "多车联动:脚本驱动使能")] public bool MultiVehicleScriptEnabled;
[FieldMember(desc = "多车联动:脚本驱动模式")] public int MultiVehicleScriptMode;
[FieldMember(desc = "多车联动:脚本驱动Vx")] public float MultiVehicleScriptVx;
[FieldMember(desc = "多车联动:脚本驱动Vy")] public float MultiVehicleScriptVy;
[FieldMember(desc = "多车联动:脚本驱动Vth")] public float MultiVehicleScriptVth;
[AsUpperIO(desc = "多车联动:自动驾驶", timeOutReset = true)] public bool MultiVehicleAutoEnabled;
[FieldMember(desc = "多车联动:自动驾驶Vx")] public float MultiVehicleAutoVx;
[FieldMember(desc = "多车联动:自动驾驶FrontTh")] public float MultiVehicleAutoFrontTh;
[FieldMember(desc = "多车联动:自动驾驶RearTh")] public float MultiVehicleAutoRearTh;
public Dictionary<int, VehicleSyncInfo> MultiVehicleFleet = new();
public VehicleSyncNotification MultiVehicleNotification;
// A: 互斥锁固定为独立 readonly 对象,绝不随 MultiVehicleFleet 字段被整体替换而失效。
// 所有对 MultiVehicleFleet / _multiVehicleFleetSeen 的读写都必须 lock(FleetLock)。
public readonly object FleetLock = new();
// C: 各 fleet 成员最近一次被 register/notify 刷新的本地时刻(用本地时钟,避免远端时钟偏差)。
// 主车 Tick 据此剔除掉线成员;编队就绪要求所有成员新鲜。
private readonly Dictionary<int, DateTime> _multiVehicleFleetSeen = new();
[FieldMember(desc = "多车联动:车队姿态x")] public float CenterX;
[FieldMember(desc = "多车联动:车队姿态y")] public float CenterY;
[FieldMember(desc = "多车联动:车队姿态th")] public float CenterTh;
// G: 车队中心原子快照。三个 float 无法整体原子写,改为整体新建对象后引用赋值(引用赋值原子),
// 路径控制器线程只读最近一次完整快照,避免读到 x 新 / y,th 旧的撕裂组合。
public sealed class FleetCenterSnapshot
{
public float X, Y, Th;
public long Tick;
}
private volatile FleetCenterSnapshot _fleetCenter = new();
public FleetCenterSnapshot GetFleetCenterSnapshot() => _fleetCenter;
private void PublishFleetCenter(float x, float y, float th)
{
CenterX = x;
CenterY = y;
CenterTh = th;
_fleetCenter = new FleetCenterSnapshot { X = x, Y = y, Th = th, Tick = DateTime.Now.Ticks };
}
// B: 路径控制器最近一次写入自动速度命令的时刻;超时即视为失效(路径结束/早退/卡顿),清零下发。
public DateTime MultiVehicleAutoCmdTime = DateTime.MinValue;
// D: 路径控制器透传的理想车队中心位姿(世界系),由 idealPos/idealAngle 写入。
public bool MultiVehicleAutoHasIdeal;
public float MultiVehicleAutoIdealX, MultiVehicleAutoIdealY, MultiVehicleAutoIdealTh;
// F: notify 序列号(主车单调递增)与从车已应用的最大序列号(丢弃乱序旧包)。
private long _multiVehicleNotifySeq;
private long _multiVehicleAppliedSeq = -1;
[AsLowerIO(desc = "车号")] public int CarNum = 1;
[AsLowerIO(desc = "左前左轮实际位置")] public float LFLActualPos;
[AsLowerIO(desc = "左前右轮实际位置")] public float LFRActualPos;
[AsLowerIO(desc = "右前左轮实际位置")] public float RFLActualPos;
[AsLowerIO(desc = "右前右轮实际位置")] public float RFRActualPos;
[AsLowerIO(desc = "左后左轮实际位置")] public float LRLActualPos;
[AsLowerIO(desc = "左后右轮实际位置")] public float LRRActualPos;
[AsLowerIO(desc = "右后左轮实际位置")] public float RRLActualPos;
[AsLowerIO(desc = "右后右轮实际位置")] public float RRRActualPos;
[AsUpperIO(desc = "从C往驱动器下使能")] public bool DisableFromC = false;
[AsUpperIO(desc = "从C上复位")] public bool ResetFromC = false;
private float _multiVehicleAccumulateTh;
private DateTime _multiVehicleLastThTime = DateTime.Now;
private readonly object _multiVehicleNotificationLock = new();
private DateTime _multiVehicleLastNotifyTime = DateTime.MinValue;
private bool _multiVehicleSyncInitialized;
// 诊断日志:节流计时 + 最近一次检测几何(中心/朝向/距离),用于定位剧烈运动来源
private DateTime _mvDbgLastLog = DateTime.MinValue;
private float _mvLastDetCenterX, _mvLastDetCenterY, _mvLastDetDir, _mvLastDetDist;
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// 原地旋转(mode2)实际叠加的车体系纠偏旋量(mm/s, mm/s, deg/s),仅用于诊断日志。
private float _mvRotCompVx, _mvRotCompVy, _mvRotCompOmega;
// 原地旋转纠偏 PI 控制器的积分累加器(mm·s, mm·s, deg·s)与上次计算时刻。
private float _rotIntegX, _rotIntegY, _rotIntegTh;
private float _rotOmegaPeak; // 本次旋转过程中观测到的指令角速度峰值(deg/s),用于纠偏随转速缩放
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private DateTime _rotPiLastTime = DateTime.MinValue;
// 原地旋转“两车实际 sim 位姿”诊断采样状态(仅主车,通过 Playground WebAPI 读取)。
private DateTime _rotPoseLastLog = DateTime.MinValue;
private DateTime _rotPosePrevTime = DateTime.MinValue;
private float _rotPosePrevYaw1, _rotPosePrevYaw2;
private bool _rotPoseEpisode; // 本次旋转片段是否已捕获参考量
private float _rotPoseMid0X, _rotPoseMid0Y; // 起转瞬间车队几何中心(世界系),用于度量整体平移漂移
// 写盘诊断日志(Clumsy 侧)。改用 DLog 落盘:同一 topic 的日志会归到以 topic 命名的文件夹,
// 由 DLog 统一管理落点/滚动,无需自行维护文件句柄与 session 清空逻辑。
private DateTime _mvDiskLastLog = DateTime.MinValue;
private void FleetDiag(string msg)
{
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DLog.Log($"car{CarNum} {msg}", "FleetDiagClumsy");
}
// 互识别:邻车两腿检测的滑动窗口(最近 1s,最多 10 帧),用于平滑抖动
private readonly object _neighborDetectLock = new();
private readonly List<(DateTime Time, Vector2 Src, Vector2 Dst)> _neighborDetects = new();
// 互识别:上一帧检测中心,用作下一帧猜测(闭环跟踪),与「多舵轮-2腿检测」MovementTest 一致
private Vector2 _neighborGuess;
private bool _neighborGuessValid;
private DateTime _neighborGuessTime = DateTime.MinValue;
/// <summary>
/// 互识别钩子:用单线雷达识别邻车的两腿/两轮,换算成本车体坐标系下相对“理应对齐参考点”的偏差。
/// 全对齐时返回 (true, 0, 0, 0);未检测到时返回 (false, ...)。
/// detectDistance = 编队车间距 - 检测中心偏移(即邻车检测中心到本车原点的标称距离,恒为正值,方向由 TwoLegGuessX 符号决定)。
/// </summary>
private (bool Valid, float Dx, float Dy, float Dth, float NeighborDist) DetectNeighborBias(float detectDistance)
{
// 检测猜测点与「多舵轮-2腿检测」MovementTest 完全一致:首帧 / 跟丢回落都用 Conf.TwoLegGuessX
// (方向与距离都由它一处决定),跟到后用上一帧中心闭环跟踪。
// detectDistance 只用于计算编队对齐偏差/间距,不参与“去哪里找邻车”,避免猜测点偏离导致 ROI 框漏掉真实邻车。
var nominal = new Vector2(Conf.TwoLegGuessX, 0f);
var now = DateTime.Now;
// 闭环跟踪:1s 内检到过就用上一帧中心作猜测,使绿色 ROI 框收敛到真实邻车(与 MovementTest 行为一致);
// 跟丢超时则回落到编队标称位置,避免框漂走。
var guess = (_neighborGuessValid && (now - _neighborGuessTime).TotalSeconds < 1) ? _neighborGuess : nominal;
var seg = TwoLegDetect.Detect(Conf.TwoLegLidarName, guess.X, TwoLegDetect.SetFilters(guess.X, guess.Y));
Vector2 avgSrc, avgDst;
lock (_neighborDetectLock)
{
if (seg != null)
{
_neighborDetects.Add((now, seg.Src, seg.Dst));
_neighborGuess = (seg.Src + seg.Dst) / 2f;
_neighborGuessValid = true;
_neighborGuessTime = now;
}
_neighborDetects.RemoveAll(r => (now - r.Time).TotalSeconds > 1);
var cnt = _neighborDetects.Count;
if (cnt == 0)
{
_neighborGuessValid = false;
Hedingben.ToastText($"邻车未检到 (guess x:{guess.X:F0} y:{guess.Y:F0})", $"MultiVehicle{CarNum}-detect");
return (false, 0f, 0f, 0f, 0f);
}
if (cnt > 10) _neighborDetects.RemoveRange(0, cnt - 10);
avgSrc = new Vector2(_neighborDetects.Average(r => r.Src.X), _neighborDetects.Average(r => r.Src.Y));
avgDst = new Vector2(_neighborDetects.Average(r => r.Dst.X), _neighborDetects.Average(r => r.Dst.Y));
}
// 两腿连线中点为邻车检测中心;连线的垂线方向即邻车朝向
var dirVec = avgDst - avgSrc;
var center = (avgSrc + avgDst) / 2f;
var dir = (float)LessMath.RoundTh(Math.Atan2(dirVec.Y, dirVec.X) / Math.PI * 180 + 90);
// 从检测中心沿邻车朝向外推 detectDistance,得到“本车理应所在的参考点”(车体系)
var target = LessMath.Transform2D(center, dir, detectDistance, 0);
var dx = target.X;
var dy = target.Y;
var dth = (float)LessMath.ThDiff(dir, 0);
var neighborDist = center.Length();
_mvLastDetCenterX = center.X;
_mvLastDetCenterY = center.Y;
_mvLastDetDir = dir;
_mvLastDetDist = neighborDist;
var painter = UI.GetPainter("MultiVehicleDetectBias", false);
painter.Clear();
painter.DrawLine(Color.DeepPink, center, target, width: 2);
painter.DrawText(Color.Yellow, $"dx:{dx:F0} dy:{dy:F0} dth:{dth:F2}", center.X, center.Y);
Hedingben.ToastText(
$"[联动检测] lidar:{Conf.TwoLegLidarName} guess x:{guess.X:F0} y:{guess.Y:F0} | " +
$"中心 x:{center.X:F0} y:{center.Y:F0} dir:{dir:F1} dist:{neighborDist:F0} | 偏差 dx:{dx:F0} dy:{dy:F0} dth:{dth:F2}",
$"MultiVehicle{CarNum}-detect");
return (true, dx, dy, dth, neighborDist);
}
private void InitMultiVehicleCoordination()
{
if (_multiVehicleSyncInitialized) return;
_multiVehicleSyncInitialized = true;
var hc = new HttpClient { Timeout = TimeSpan.FromSeconds(2) };
PicoHttpServer.AddGetHandler("/multi-vehicle-register", new { CarNum = 0, Info = "" }, query =>
{
try
{
var infoJson = Uri.UnescapeDataString(query.Info ?? "");
var info = JsonConvert.DeserializeObject<VehicleSyncInfo>(infoJson)
?? throw new Exception("VehicleSyncInfo is null");
lock (FleetLock)
{
MultiVehicleFleet[query.CarNum] = info;
_multiVehicleFleetSeen[query.CarNum] = DateTime.Now; // C: 刷新存活时刻
}
return JsonConvert.SerializeObject(new { code = 200, message = "ok" });
}
catch (Exception e)
{
DLog.Log($"/multi-vehicle-register error: {e.FormatEx()}", "MultiVehicle");
return JsonConvert.SerializeObject(new { code = 500, message = e.Message });
}
});
// F: notify 改用 POST + JSON body(取代 GET query 串),避免整队 Fleet 字典撑爆 URL 长度上限;
// 用 Seq 丢弃乱序到达的旧包,避免从车短暂套用过期指令。
PicoHttpServer.AddPostTextHandler("/multi-vehicle-notify", body =>
{
try
{
var notification = JsonConvert.DeserializeObject<VehicleSyncNotification>(body ?? "")
?? throw new Exception("notification is null");
// 乱序丢弃:仅应用序列号大于已应用值的包。Seq==0 视为旧版无序列号始终接受;
// 若 Seq 明显回退(差值>100),判定为主车重启的新会话,重新接受并对齐序列号。
if (notification.Seq != 0 && notification.Seq <= _multiVehicleAppliedSeq &&
notification.Seq > _multiVehicleAppliedSeq - 100)
return JsonConvert.SerializeObject(new { code = 200, message = "stale" });
_multiVehicleAppliedSeq = notification.Seq;
MultiVehicleAligned = notification.Aligned;
lock (FleetLock)
{
MultiVehicleFleet = notification.Fleet ?? new Dictionary<int, VehicleSyncInfo>();
// C: notify 内含整队成员,逐一刷新其本地存活时刻。
var nowSeen = DateTime.Now;
foreach (var key in MultiVehicleFleet.Keys)
_multiVehicleFleetSeen[key] = nowSeen;
}
lock (_multiVehicleNotificationLock)
{
MultiVehicleNotification = notification;
_multiVehicleLastNotifyTime = DateTime.Now;
}
return JsonConvert.SerializeObject(new { code = 200, message = "ok" });
}
catch (Exception e)
{
DLog.Log($"/multi-vehicle-notify error: {e.FormatEx()}", "MultiVehicle");
return JsonConvert.SerializeObject(new { code = 500, message = e.Message });
}
});
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DLog.Log("MultiVehicle coordination initialized, starting loop thread", "MultiVehicle");
Console.WriteLine("[MultiVehicle] coordination initialized, starting loop thread");
new Thread(() => MultiVehicleLoop(hc)) { Name = "MultiVehicle", IsBackground = true }.Start();
}
private void MultiVehicleLoop(HttpClient hc)
{
var carLength = CarLength;
var carWidth = CarWidth;
var contour = new List<Vector2>
{
new(carLength / 2f, carWidth / 2f),
new(-carLength / 2f, carWidth / 2f),
new(-carLength / 2f, -carWidth / 2f),
new(carLength / 2f, -carWidth / 2f),
};
var chassis = (MultiWheelChassis)Chassis;
var sendMotionPainter = UI.GetPainter("MultiWheelChassis-SendMotionVis", false);
chassis.SendMotionVisualizer = new Visualizer
{
LineAction = (color, src, dst, startArrow, endArrow, width) =>
sendMotionPainter.DrawLine(color, src, dst, startArrow, endArrow, width),
TextAction = (color, str, pos) => sendMotionPainter.DrawText(color, str, pos),
Clear = () => sendMotionPainter.Clear()
};
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DLog.Log("MultiVehicleLoop thread running", "MultiVehicle");
Console.WriteLine("[MultiVehicle] loop thread running");
var loopCount = 0L;
while (true)
{
try
{
TickMultiVehicle(hc, chassis, contour, sendMotionPainter);
}
catch (Exception e)
{
DLog.Log($"MultiVehicle loop error: {e.FormatEx()}", "MultiVehicle");
}
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// 每 ~5s 打一条心跳,确认循环确实在跑(用于区分“循环没跑”与“写盘失败”)
if (loopCount++ % Math.Max(1, 5000 / Math.Max(1, Conf.MultiVehicleSyncInterval)) == 0)
DLog.Log($"MultiVehicleLoop heartbeat #{loopCount}", "MultiVehicle");
Thread.Sleep(Conf.MultiVehicleSyncInterval);
}
}
private void TickMultiVehicle(HttpClient hc, MultiWheelChassis chassis, List<Vector2> contour, Painter sendMotionPainter)
{
var isMaster = IsMultiVehicleMaster();
var autoEnabled = false;
// 手动等价输入 = Medulla 遥控(IO) 或 Clumsy 脚本/动作驱动(二者择一,脚本优先)。
var scriptOn = MultiVehicleScriptEnabled;
var manualEnabled = MultiVehicleManualEnabled || scriptOn;
// 主车实际生效的手动模式与速度:脚本使能时取脚本字段,否则取 Medulla 手动 IO 字段。
var manualMode = scriptOn ? MultiVehicleScriptMode : MultiVehicleManualMode;
var manualVx = scriptOn ? MultiVehicleScriptVx : MultiVehicleManualVx;
var manualVy = scriptOn ? MultiVehicleScriptVy : MultiVehicleManualVy;
var manualVth = scriptOn ? MultiVehicleScriptVth : MultiVehicleManualVth;
if (isMaster)
autoEnabled = MultiVehicleAutoEnabled;
else
{
// 从车:自动/手动联动均可由主车广播解锁(无需各自再拨开关)。
// 仅在 notification 新鲜时认账,主车停发后超时即自动停车,避免用旧指令跑飞。
lock (_multiVehicleNotificationLock)
{
var fresh = (DateTime.Now - _multiVehicleLastNotifyTime).TotalMilliseconds <
Math.Max(300, Conf.MultiVehicleSyncInterval * 5);
if (fresh && MultiVehicleNotification != null)
{
autoEnabled = MultiVehicleNotification.AutoEnabled;
manualEnabled = manualEnabled || MultiVehicleNotification.ManualEnabled;
}
}
}
// 入口诊断(节流 ~300ms):记录从 Medulla 收到的原始 IO 值与门控判定,
// 用于确认遥控指令是否真的传到了 Clumsy,以及为何提前 return。
if ((DateTime.Now - _mvDiskLastLog).TotalMilliseconds >= 300)
{
_mvDiskLastLog = DateTime.Now;
int fleetCnt;
lock (FleetLock) fleetCnt = MultiVehicleFleet.Count;
var notifFresh = (DateTime.Now - _multiVehicleLastNotifyTime).TotalMilliseconds <
Math.Max(300, Conf.MultiVehicleSyncInterval * 5);
FleetDiag(
$"ENTRY master={isMaster} | IO: ManualEn={MultiVehicleManualEnabled} Mode={MultiVehicleManualMode} " +
$"Vx={MultiVehicleManualVx:0.000} Vy={MultiVehicleManualVy:0.000} Vth={MultiVehicleManualVth:0.0} AutoEn(IO)={MultiVehicleAutoEnabled} " +
$"| SCRIPT en={MultiVehicleScriptEnabled} mode={MultiVehicleScriptMode} Vx={MultiVehicleScriptVx:0.000} Vy={MultiVehicleScriptVy:0.000} Vth={MultiVehicleScriptVth:0.0} " +
$"| gate: manualEnabled={manualEnabled} autoEnabled={autoEnabled} notifFresh={notifFresh} " +
$"notifManualEn={(MultiVehicleNotification != null ? MultiVehicleNotification.ManualEnabled.ToString() : "null")} " +
$"fleetCnt={fleetCnt}/{Conf.MultiVehicleFleetNum} useDetect={Conf.MultiVehicleUseDetect} useDetour={Conf.MultiVehicleSyncUseDetour}");
}
if (!manualEnabled && !autoEnabled)
{
UI.GetPainter("MultiVehicleFleet-vis", false).Clear();
sendMotionPainter.Clear();
lock (FleetLock)
{
MultiVehicleFleet.Clear();
_multiVehicleFleetSeen.Clear();
}
MultiVehicleAutoEnabled = false;
MultiVehicleAutoHasIdeal = false;
_multiVehicleAppliedSeq = -1;
_multiVehicleAccumulateTh = 0f;
_multiVehicleLastThTime = DateTime.Now;
if (!isMaster)
FireAndForgetRegister(hc, BuildSelfInfo(false, false, 0, 0, 0, 0, 0, 0, false));
return;
}
// 自动模式整队姿态依赖 Detour 全局定位(与 MultiVehicleSyncUseDetour 无关):要求编队至少一台车有定位。
if (isMaster && autoEnabled && !manualEnabled && !FleetHasPosAvailable())
{
MultiVehicleAutoEnabled = false;
Hedingben.ToastText("自动多车联动需要至少一台车有 Detour 定位", "MultiVehicle-auto-gate");
return;
}
// 两类用途解耦(关键语义):
// - useDetourCorrection (= MultiVehicleSyncUseDetour):是否用 SLAM 位姿做"车队内姿态纠正"(POS 补偿)。
// false 仅表示"定位不参与车队内姿态纠正",不影响下面整队姿态计算。
// - slamRead:本车本轮是否读取 Detour 全局位姿。"整个车队姿态的计算"(主车反推/广播车队中心、
// SLAM 间距、自动模式安全门)始终依赖全局定位 —— 故自动模式下主车必读,与开关无关;
// 纠偏开启时本车也读。读取若因无有效定位阻塞,则联动线程随之阻塞、不下发速度(安全停车)。
var autoMode = autoEnabled && !manualEnabled;
var useDetourCorrection = Conf.MultiVehicleSyncUseDetour;
var slamRead = useDetourCorrection || (isMaster && autoMode);
float selfX = 0, selfY = 0, selfTh = 0;
if (slamRead)
{
var carPos = DetourInterface.getCartLocation();
selfX = (float)carPos.x;
selfY = (float)carPos.y;
selfTh = (float)carPos.th;
}
// fleetPosValid:整队全局姿态是否已知。主车=自身读到 SLAM;从车=主车广播标志(下方覆盖)。
var fleetPosValid = slamRead;
var syncTh = Conf.TestCarSyncTh;
var syncDistance = Conf.TestCarSyncDistance;
var deltaDetectCenter = Conf.DeltaDetectCenter;
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float fleetVx = 0, fleetFrontTh = 0, fleetRearTh = 0, fleetOmega = 0;
var fleetMode = 0; // 0=常规 1=蟹行 2=原地旋转
float crabInputVx = 0, crabInputVy = 0, crabRawAngle = 0;
float crabSteerLimit = 0;
var crabReverseEquivalent = false;
if (isMaster)
{
if (manualEnabled)
{
syncTh = 0;
fleetMode = manualMode;
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if (fleetMode == 2)
{
// 原地旋转:摇杆左右 → 绕车队中心角速度(deg/s)。底盘 SetOriginBias 已设为车队中心。
fleetOmega = manualVth * Conf.ManualCarSyncVthFac;
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fleetVx = 0;
fleetFrontTh = 0;
fleetRearTh = 0;
_multiVehicleAccumulateTh = 0f;
_multiVehicleLastThTime = DateTime.Now;
}
else if (fleetMode == 1)
{
// 蟹行:把 (前后向Vx, 横向Vy) 合成速度矢量,四轮同向打到该方向(前后舵轮角相同)。
// 舵轮物理/仿真限制约为 ±120°,不要把 ±90° 当边界;否则纯横移附近会在
// -90° 与 +90°/反向速度两种等价表示之间跳变。只有超过蟹行舵角上限时才取等价反向。
var vx = manualVx * Conf.ManualCarSyncVxFac;
var vy = manualVy * Conf.ManualCarSyncVyFac;
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var speed = (float)Math.Sqrt(vx * vx + vy * vy);
var crabAngle = (float)(Math.Atan2(vy, vx) * 180.0 / Math.PI);
crabInputVx = vx;
crabInputVy = vy;
crabRawAngle = crabAngle;
crabSteerLimit = Math.Min(179f, Math.Max(1f, Math.Abs(Conf.MultiVehicleCrabSteerLimitDeg)));
if (crabAngle > crabSteerLimit) { crabAngle -= 180f; speed = -speed; crabReverseEquivalent = true; }
else if (crabAngle < -crabSteerLimit) { crabAngle += 180f; speed = -speed; crabReverseEquivalent = true; }
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fleetVx = speed;
fleetFrontTh = crabAngle;
fleetRearTh = crabAngle;
_multiVehicleAccumulateTh = 0f;
_multiVehicleLastThTime = DateTime.Now;
}
else
{
fleetVx = manualVx * Conf.ManualCarSyncVxFac;
var targetTh = manualVth * Conf.ManualCarSyncVthFac;
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var now = DateTime.Now;
var dt = (float)Math.Min(0.2, Math.Max(0, (now - _multiVehicleLastThTime).TotalSeconds));
_multiVehicleLastThTime = now;
var sign = Math.Sign(targetTh - _multiVehicleAccumulateTh);
_multiVehicleAccumulateTh += sign * Math.Min(Math.Abs(targetTh - _multiVehicleAccumulateTh),
Conf.SyncThAccPerSec * dt);
fleetFrontTh = _multiVehicleAccumulateTh;
fleetRearTh = -fleetFrontTh;
}
}
else
{
// B: 自动模式速度命令新鲜度门控。路径结束/回调早退/卡顿后,控制器不再刷新 AutoCmdTime
// 超时即视为失效:清零下发速度与 idealPos,关闭 AutoEnabled,避免车队按末速度滑行。
var autoTimeoutMs = Conf.MultiVehicleAutoCmdTimeoutMs > 0
? Conf.MultiVehicleAutoCmdTimeoutMs
: Math.Max(200, Conf.MultiVehicleSyncInterval * 4);
var autoFresh = (DateTime.Now - MultiVehicleAutoCmdTime).TotalMilliseconds < autoTimeoutMs;
if (autoFresh)
{
fleetVx = MultiVehicleAutoVx;
fleetFrontTh = MultiVehicleAutoFrontTh;
fleetRearTh = MultiVehicleAutoRearTh;
}
else
{
fleetVx = fleetFrontTh = fleetRearTh = 0;
MultiVehicleAutoVx = MultiVehicleAutoFrontTh = MultiVehicleAutoRearTh = 0;
MultiVehicleAutoHasIdeal = false;
MultiVehicleAutoEnabled = false;
Hedingben.ToastText("自动速度命令超时,已停车(路径结束/控制器停发)", "MultiVehicle-auto-timeout");
}
}
}
else if (MultiVehicleNotification != null)
{
VehicleSyncNotification notification;
lock (_multiVehicleNotificationLock)
notification = MultiVehicleNotification;
syncTh = notification.SyncTh;
syncDistance = notification.SyncDistance;
deltaDetectCenter = notification.DeltaDetectCenter;
PublishFleetCenter(notification.CenterX, notification.CenterY, notification.CenterTh);
// 从车整队姿态来自主车广播:以广播标志作为 fleetPosValid(自身 slamRead 仅决定是否做本车纠偏)。
fleetPosValid = notification.PosAvailable;
MultiVehicleAutoEnabled = notification.AutoEnabled;
fleetVx = notification.FleetVx;
fleetFrontTh = notification.FleetFrontTh;
fleetRearTh = notification.FleetRearTh;
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fleetMode = notification.Mode;
fleetOmega = notification.FleetOmega;
// D: 从车采用主车广播的理想车队中心(弧线时由 idealPos/idealAngle 而来)做前馈目标。
MultiVehicleAutoHasIdeal = notification.HasIdeal;
MultiVehicleAutoIdealX = notification.IdealX;
MultiVehicleAutoIdealY = notification.IdealY;
MultiVehicleAutoIdealTh = notification.IdealTh;
}
var (layoutX, layoutY, layoutTh) = GetLayoutPose(syncTh, syncDistance);
if (isMaster)
{
lock (FleetLock)
{
MultiVehicleFleet[CarNum] = BuildSelfInfo(true, slamRead, selfX, selfY, selfTh,
layoutX, layoutY, layoutTh, true);
_multiVehicleFleetSeen[CarNum] = DateTime.Now; // 主车自身恒新鲜
PruneStaleFleetMembers(); // C: 剔除掉线从车
}
if (TryInferFleetCenter(out var cx, out var cy, out var cth))
PublishFleetCenter(cx, cy, cth);
// D: 自动模式(非手动)下,若控制器给出理想车队中心,则以理想位姿作为各车 layout 目标,
// 使弧线路径上从车按各自相对曲率中心位置前馈,而非仅靠事后检测/SLAM 纠偏。
if (!manualEnabled && MultiVehicleAutoEnabled &&
Conf.MultiVehicleAutoUseIdealCenter && MultiVehicleAutoHasIdeal)
PublishFleetCenter(MultiVehicleAutoIdealX, MultiVehicleAutoIdealY, MultiVehicleAutoIdealTh);
}
var selfAligned = !Conf.MultiVehicleUseDetect;
var detectValid = false;
float detectDx = 0, detectDy = 0, detectDth = 0;
var currentSpacing = float.NaN;
if (Conf.MultiVehicleUseDetect)
{
var (valid, dx, dy, dth, neighborDist) = DetectNeighborBias(syncDistance - deltaDetectCenter);
detectValid = valid;
if (valid)
{
detectDx = dx;
detectDy = dy;
detectDth = dth;
// 检测中心到本车原点距离 + 检测中心偏移 = 两车参考点当前间距
currentSpacing = neighborDist + deltaDetectCenter;
selfAligned = Math.Abs(dx) < Conf.SingleCarSyncPrecisionXy &&
Math.Abs(dy) < Conf.SingleCarSyncPrecisionXy &&
Math.Abs(dth) < Conf.SingleCarSyncPrecisionTh;
}
else selfAligned = false;
}
// 检测不可用(关闭/跟丢)时回落到 SLAM 世界坐标计算间距(需本车已读到全局定位)
if (float.IsNaN(currentSpacing) && slamRead)
currentSpacing = TryGetSlamSpacing(selfX, selfY);
if (float.IsNaN(currentSpacing))
Hedingben.ToastText($"间距 当前:N/A 目标:{syncDistance:F0}mm", $"MultiVehicle{CarNum}-spacing");
else
Hedingben.ToastText(
$"间距 当前:{currentSpacing:F0}mm 目标:{syncDistance:F0}mm 差:{currentSpacing - syncDistance:F0}mm",
$"MultiVehicle{CarNum}-spacing");
lock (FleetLock)
{
MultiVehicleAligned = MultiVehicleFleet.Count == Conf.MultiVehicleFleetNum &&
MultiVehicleFleet.Values.All(v => v.Aligned);
}
// 安全门:开启互识别时,本车或任一其它车检测不到邻车则整队停车(速度置零)。
// ownDetectOk 是本轮新鲜值;其它车的 DetectOk 来自其上报/主车下发(滑动窗口已给 1s 去抖)。
var ownDetectOk = !Conf.MultiVehicleUseDetect || detectValid;
bool othersDetectOk;
lock (FleetLock)
othersDetectOk = MultiVehicleFleet.Where(kv => kv.Key != CarNum).All(kv => kv.Value.DetectOk);
var canMove = !Conf.MultiVehicleUseDetect || (ownDetectOk && othersDetectOk);
// H: 自动模式(非手动)必须有有效车队中心——主车由 SLAM 反推、从车依赖主车广播 fleetPosValid。
// 自动模式整队姿态始终依赖 Detour(与 MultiVehicleSyncUseDetour 无关):定位全程丢失时强制停车。
// (用 Detour 时若定位丢失,getCartLocation() 已先行阻塞,此处再兜底要求有效车队中心。)
// 手动模式不受限(允许仅靠互识别/遥控行驶)。
if (canMove && autoMode && Conf.MultiVehicleAutoRequireFleetCenter)
{
var fleetCenterValid = fleetPosValid && (!isMaster || TryInferFleetCenter(out _, out _, out _));
if (!fleetCenterValid)
{
canMove = false;
Hedingben.ToastText("自动模式无有效车队中心(定位丢失),已停车", $"MultiVehicle{CarNum}-autostop");
}
}
if (!canMove)
{
fleetVx = 0;
fleetFrontTh = 0;
fleetRearTh = 0;
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fleetOmega = 0;
Hedingben.ToastText(
$"车队停车:{(!ownDetectOk ? "本车" : "其它车")}2腿检测丢失(速度已置零)",
$"MultiVehicle{CarNum}-stop");
}
else
{
Hedingben.ToastText("车队检测正常", $"MultiVehicle{CarNum}-stop");
}
VisualizeFleet(contour, layoutX, layoutY, layoutTh);
var fleetReady = false;
var fleetCount = 0;
lock (FleetLock)
{
fleetCount = MultiVehicleFleet.Count;
fleetReady = fleetCount == Conf.MultiVehicleFleetNum;
}
// 补偿量提到块外,便于诊断日志统一记录三类来源(检测/SLAM)的贡献。
float xDetectCompensate = 0, yDetectCompensate = 0, thDetectCompensate = 0;
float xPosCompensate = 0, yPosCompensate = 0, thPosCompensate = 0;
float posBiasX = 0, posBiasY = 0, posBiasTh = 0;
if (fleetReady)
{
chassis.SetOriginBias(layoutX, layoutY, layoutTh);
// E: 统一控制点半径——配置 >0 用配置值,否则取 syncDistance/2(与编队几何一致),不再硬编码 510。
var controlRadius = Conf.MultiVehicleControlRadius > 0
? Conf.MultiVehicleControlRadius
: syncDistance / 2f;
chassis.ControlPointRadius = controlRadius;
// #1 纠偏随旋转缩放:把每轮纠偏钳到旋转切向的比例,减速末段切向变小时纠偏同步缩小,杜绝轮向乱摆。
chassis.RotateCompTangentFrac = Conf.MultiVehicleRotateCompTangentFrac;
if (canMove && Conf.MultiVehicleUseDetect)
{
xDetectCompensate = Math.Abs(detectDx) > Conf.SingleCarSyncPrecisionXy
? detectDx * Conf.MultiVehicleDetectBiasXFac : 0;
yDetectCompensate = Math.Abs(detectDy) > Conf.SingleCarSyncPrecisionXy
? detectDy * Conf.MultiVehicleDetectBiasYFac : 0;
thDetectCompensate = Math.Abs(detectDth) > Conf.SingleCarSyncPrecisionTh
? detectDth * Conf.MultiVehicleDetectBiasThFac : 0;
xDetectCompensate = ClampBias(xDetectCompensate, Conf.MultiVehicleDetectBiasXThreshold);
yDetectCompensate = ClampBias(yDetectCompensate, Conf.MultiVehicleDetectBiasYThreshold);
thDetectCompensate = ClampBias(thDetectCompensate, Conf.MultiVehicleDetectBiasThThreshold);
}
// 车队内姿态纠正(POS 补偿):仅当 useDetourCorrection 开启且本车读到全局定位时施加。
// 这是"定位参与车队内姿态纠正"的唯一开关点——关闭它不影响上面的整队姿态计算/安全门。
if (canMove && useDetourCorrection && slamRead && TryInferFleetCenter(out _, out _, out _))
{
var supposedPos = LessMath.Transform2D(
Tuple.Create(CenterX, CenterY, CenterTh),
Tuple.Create(layoutX, layoutY, layoutTh));
var posBias = LessMath.SolveTransform2D(Tuple.Create(selfX, selfY, selfTh), supposedPos);
posBiasX = (float)posBias.Item1;
posBiasY = (float)posBias.Item2;
posBiasTh = (float)posBias.Item3;
xPosCompensate = Math.Abs(posBias.Item1) > Conf.SingleCarSyncPrecisionXy
? ClampBias(posBias.Item1 * Conf.MultiVehiclePosBiasXFac, Conf.MultiVehiclePosBiasXThreshold)
: 0;
yPosCompensate = Math.Abs(posBias.Item2) > Conf.SingleCarSyncPrecisionXy
? ClampBias(posBias.Item2 * Conf.MultiVehiclePosBiasYFac, Conf.MultiVehiclePosBiasYThreshold)
: 0;
thPosCompensate = Math.Abs(posBias.Item3) > Conf.SingleCarSyncPrecisionTh
? ClampBias(posBias.Item3 * Conf.MultiVehiclePosBiasThFac, Conf.MultiVehiclePosBiasThThreshold)
: 0;
}
sendMotionPainter.Clear();
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if (fleetMode == 2)
{
// 原地旋转:底盘原点已偏置到车队中心,绕队中心旋转,并叠加 PI 闭环纠偏维持队形。
// detect/pos 偏差(dx,dy,dth) 本身就是"本车参考点应在车体系移动到的位置/应转的角",作为误差喂给 PI。
// 纯 P 对抗恒定横向滑移有稳态残差,积分项消除之。检测丢失(canMove=false)时不纠偏并清空积分。
float rotCompVx = 0, rotCompVy = 0, rotCompOmega = 0;
var now = DateTime.Now;
// dt 限幅,避免首帧/卡顿导致积分突跳
var dt = _rotPiLastTime == DateTime.MinValue ? 0f
: (float)Math.Min(0.2, Math.Max(0, (now - _rotPiLastTime).TotalSeconds));
_rotPiLastTime = now;
// 仅在"被指令旋转"时才纠偏:松开摇杆(fleetOmega≈0)时绝不再下发补偿,
// 否则积分残留会持续驱动车辆平移/旋转,表现为"松杆后轮子来回打、自转停不下来"。
var rotating = Math.Abs(fleetOmega) > Conf.MultiVehicleRotateActiveOmega;
if (canMove && rotating)
{
// #3 抗饱和:上一拍舵轮未对齐(gate=0、车没真正转动)时冻结积分,避免卡死时积分越积越大。
var allowInteg = chassis.LastRotateAligned;
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var errX = detectDx + posBiasX; // mm,车体系:本车纵向(前+)应移动量
var errY = detectDy + posBiasY; // mm,车体系:本车横向(左+)应移动量
var errTh = detectDth + posBiasTh; // deg,本车应转角
rotCompVx = RotatePiTerm(errX, ref _rotIntegX, Conf.SingleCarSyncPrecisionXy,
Conf.MultiVehicleRotateCompXyFac, Conf.MultiVehicleRotateCompXyIFac,
Conf.MultiVehicleRotateCompXyMax, dt, allowInteg);
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rotCompVy = RotatePiTerm(errY, ref _rotIntegY, Conf.SingleCarSyncPrecisionXy,
Conf.MultiVehicleRotateCompXyFac, Conf.MultiVehicleRotateCompXyIFac,
Conf.MultiVehicleRotateCompXyMax, dt, allowInteg);
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rotCompOmega = RotatePiTerm(errTh, ref _rotIntegTh, Conf.SingleCarSyncPrecisionTh,
Conf.MultiVehicleRotateCompThFac, Conf.MultiVehicleRotateCompThIFac,
Conf.MultiVehicleRotateCompThMax, dt, allowInteg);
// #1 纠偏随旋转指令缩放:comp ×= |fleetOmega| / 本次峰值。
// 加速+匀速段峰值≈当前 → 系数≈1(全力纠偏,不削弱);减速段当前<峰值 → 系数随转速同步下降。
// 关键:旋转切向也∝转速,故"纠偏:切向"比例全程恒定=匀速段比例(远<1),既杜绝末段轮子乱打方向,
// 又不像按切向钳位那样在匀速段就削弱纠偏。
var absOmega = Math.Abs(fleetOmega);
_rotOmegaPeak = Math.Max(_rotOmegaPeak, absOmega);
if (_rotOmegaPeak > 1e-3f)
{
var compScale = Math.Min(1f, absOmega / _rotOmegaPeak);
rotCompVx *= compScale;
rotCompVy *= compScale;
rotCompOmega *= compScale;
}
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}
else
{
// 检测丢失或未指令旋转:清零补偿并复位积分/计时/峰值,停止时不再有残留驱动。
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_rotIntegX = _rotIntegY = _rotIntegTh = 0;
_rotPiLastTime = DateTime.MinValue;
_rotOmegaPeak = 0;
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}
_mvRotCompVx = rotCompVx;
_mvRotCompVy = rotCompVy;
_mvRotCompOmega = rotCompOmega;
chassis.SendRotateMotion(fleetOmega,
localCompensateX: rotCompVx, localCompensateY: rotCompVy, localCompensateTh: rotCompOmega);
// 仅主车:读取两车实际 sim 位姿,量化"开环横向滑移"来源(节流 ~200ms)。
if (isMaster)
LogRotatePoseSample();
}
else
{
_mvRotCompVx = 0;
_mvRotCompVy = 0;
_mvRotCompOmega = 0;
// 退出原地旋转:清空 PI 积分与计时、位姿诊断片段,下次进入重新起算。
_rotIntegX = _rotIntegY = _rotIntegTh = 0;
_rotPiLastTime = DateTime.MinValue;
_rotPoseEpisode = false;
_rotPosePrevTime = DateTime.MinValue;
// 常规/蟹行:蟹行时 frontTh==rearTh(四轮同向)即为平移,与常规共用同一下发路径。
chassis.SendMotion(fleetVx, fleetFrontTh, fleetRearTh, localControlRadius: controlRadius,
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localCompensateX: xDetectCompensate + xPosCompensate,
localCompensateY: yDetectCompensate + yPosCompensate,
localCompensateTh: thDetectCompensate + thPosCompensate);
}
}
// === 诊断日志(节流 ~300ms===
// 用于定位“剧烈运动”来源:BASE=遥控基础速度;DETECT=2腿检测补偿;POS=SLAM编队补偿;SEND=最终下发。
// 若 BASE≈0 但 SEND 持续非零,说明是补偿在驱动;再看 DETECT/POS 哪一路的 comp 持续非零即定位到来源。
// 同时落 DLog(tag MultiVehicleDbg) 与屏幕 ToastText(tag MultiVehicle{CarNum}-dbg),后者无需开启磁盘转储即可直接观察。
if ((DateTime.Now - _mvDbgLastLog).TotalMilliseconds >= 300)
{
_mvDbgLastLog = DateTime.Now;
var spacingStr = float.IsNaN(currentSpacing) ? "NaN" : currentSpacing.ToString("F0");
var cx = xDetectCompensate + xPosCompensate;
var cy = yDetectCompensate + yPosCompensate;
var cth = thDetectCompensate + thPosCompensate;
var crabDbg = isMaster && manualEnabled && fleetMode == 1
? $"| CRAB in({crabInputVx:F3},{crabInputVy:F3}) raw:{crabRawAngle:F2} limit:{crabSteerLimit:F1} rev:{crabReverseEquivalent} "
: "";
var dbg =
$"car{CarNum} master:{isMaster} manual:{manualEnabled} auto:{autoEnabled} slam:{slamRead} corr:{useDetourCorrection} fleetPos:{fleetPosValid} " +
$"ready:{fleetReady}({fleetCount}/{Conf.MultiVehicleFleetNum}) canMove:{canMove} useDetect:{Conf.MultiVehicleUseDetect} " +
$"| BASE vx:{fleetVx:F3} fTh:{fleetFrontTh:F2} rTh:{fleetRearTh:F2} " +
crabDbg +
$"| DETECT valid:{detectValid} center({_mvLastDetCenterX:F0},{_mvLastDetCenterY:F0}) dir:{_mvLastDetDir:F1} ndist:{_mvLastDetDist:F0} " +
$"dx:{detectDx:F0} dy:{detectDy:F0} dth:{detectDth:F2} spacing:{spacingStr}/{syncDistance:F0} delta:{deltaDetectCenter:F0} guessX:{Conf.TwoLegGuessX:F0} " +
$"-> comp x:{xDetectCompensate:F1} y:{yDetectCompensate:F1} th:{thDetectCompensate:F2} " +
$"| POS self({selfX:F0},{selfY:F0},{selfTh:F1}) center({CenterX:F0},{CenterY:F0},{CenterTh:F1}) " +
$"bias({posBiasX:F0},{posBiasY:F0},{posBiasTh:F1}) -> comp x:{xPosCompensate:F1} y:{yPosCompensate:F1} th:{thPosCompensate:F2} " +
$"| LAYOUT({layoutX:F0},{layoutY:F0},{layoutTh:F0}) R:{syncDistance / 2f:F0} " +
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$"| SEND mode:{fleetMode} omega:{fleetOmega:F1} vx:{fleetVx:F3} fTh:{fleetFrontTh:F2} rTh:{fleetRearTh:F2} cx:{cx:F1} cy:{cy:F1} cth:{cth:F2} " +
$"rotComp(vx:{_mvRotCompVx:F1} vy:{_mvRotCompVy:F1} om:{_mvRotCompOmega:F2})";
DLog.Log(dbg, "MultiVehicleDbg");
FleetDiag(dbg);
// 屏幕分两行显示,便于直接观察(无需开启 DLog 磁盘转储)
Hedingben.ToastText(
$"BASE vx{fleetVx:F3} fTh{fleetFrontTh:F1} | SEND vx{fleetVx:F3} c({cx:F0},{cy:F0},{cth:F1}) " +
$"| ready{fleetReady} canMove{canMove}",
$"MultiVehicle{CarNum}-dbg");
Hedingben.ToastText(
$"DET v{detectValid} dx{detectDx:F0} dy{detectDy:F0} dth{detectDth:F1} cmp({xDetectCompensate:F0},{yDetectCompensate:F0},{thDetectCompensate:F1}) " +
$"| POS bias({posBiasX:F0},{posBiasY:F0},{posBiasTh:F1}) cmp({xPosCompensate:F0},{yPosCompensate:F0},{thPosCompensate:F1})",
$"MultiVehicle{CarNum}-dbg2");
}
if (isMaster)
{
lock (FleetLock)
{
MultiVehicleFleet[CarNum] = BuildSelfInfo(true, slamRead, selfX, selfY, selfTh,
layoutX, layoutY, layoutTh, selfAligned, ownDetectOk);
}
if (fleetReady)
{
VehicleSyncNotification notification;
lock (FleetLock)
{
notification = new VehicleSyncNotification
{
// 广播"整队姿态有效":主车读到全局定位即为真,从车据此放行自动模式安全门。
PosAvailable = slamRead,
CenterX = CenterX,
CenterY = CenterY,
CenterTh = CenterTh,
Aligned = MultiVehicleAligned,
Fleet = new Dictionary<int, VehicleSyncInfo>(MultiVehicleFleet),
FleetVx = fleetVx,
FleetFrontTh = fleetFrontTh,
FleetRearTh = fleetRearTh,
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Mode = fleetMode,
FleetOmega = fleetOmega,
AutoEnabled = MultiVehicleAutoEnabled,
// 脚本驱动等价于手动联动,广播为 ManualEnabled 让从车解锁跟随。
ManualEnabled = manualEnabled,
SyncTh = syncTh,
SyncDistance = syncDistance,
DeltaDetectCenter = deltaDetectCenter,
// F: 单调递增序列号(从 1 起),从车据此丢弃乱序旧包。
Seq = ++_multiVehicleNotifySeq,
// D: 透传理想车队中心(仅自动模式且控制器给出时有效)。
HasIdeal = !manualEnabled && MultiVehicleAutoEnabled &&
Conf.MultiVehicleAutoUseIdealCenter && MultiVehicleAutoHasIdeal,
IdealX = MultiVehicleAutoIdealX,
IdealY = MultiVehicleAutoIdealY,
IdealTh = MultiVehicleAutoIdealTh
};
}
foreach (var kv in notification.Fleet)
{
var ip = kv.Value.Ip;
var port = kv.Value.Port > 0 ? kv.Value.Port : WebAPI.port;
if (string.IsNullOrWhiteSpace(ip) || kv.Key == CarNum)
continue;
FireAndForgetNotify(hc, ip, port, notification);
}
}
}
else
{
FireAndForgetRegister(hc, BuildSelfInfo(false, slamRead, selfX, selfY, selfTh,
layoutX, layoutY, layoutTh, selfAligned, ownDetectOk));
}
}
private bool IsMultiVehicleMaster() => Conf.MultiVehicleMasterEndpoint == "/";
/// <summary>
/// C: 剔除超过 TTL 未刷新(register/notify)的 fleet 成员。调用方须已持有 FleetLock。
/// 从车崩溃/断网后其条目过期被删除,使 fleetReady(数量==总数) 同时蕴含"全部成员在线且新鲜",
/// 主车不再基于过期 layout/DetectOk 继续 SendMotion+notify。
/// </summary>
private void PruneStaleFleetMembers()
{
var ttlMs = Conf.MultiVehicleMemberTtlMs > 0
? Conf.MultiVehicleMemberTtlMs
: Math.Max(500, Conf.MultiVehicleSyncInterval * 6);
var now = DateTime.Now;
var stale = MultiVehicleFleet.Keys
.Where(k => k != CarNum &&
(!_multiVehicleFleetSeen.TryGetValue(k, out var seen) ||
(now - seen).TotalMilliseconds > ttlMs))
.ToList();
foreach (var k in stale)
{
MultiVehicleFleet.Remove(k);
_multiVehicleFleetSeen.Remove(k);
Hedingben.ToastText($"剔除掉线成员 car{k}{ttlMs:F0}ms 未刷新)", $"MultiVehicle{CarNum}-prune");
}
}
private bool FleetHasPosAvailable()
{
lock (FleetLock)
return MultiVehicleFleet.Values.Any(v => v.PosAvailable);
}
// 基于 SLAM 世界坐标的最近邻车间距(mm);无可用定位邻车时返回 NaN。
private float TryGetSlamSpacing(float selfX, float selfY)
{
List<VehicleSyncInfo> others;
lock (FleetLock)
others = MultiVehicleFleet
.Where(kv => kv.Key != CarNum && kv.Value.PosAvailable)
.Select(kv => kv.Value).ToList();
if (others.Count == 0) return float.NaN;
return others.Min(o => (float)Math.Sqrt((o.X - selfX) * (o.X - selfX) + (o.Y - selfY) * (o.Y - selfY)));
}
private bool TryInferFleetCenter(out float centerX, out float centerY, out float centerTh)
{
centerX = centerY = centerTh = 0;
List<VehicleSyncInfo> positioned;
lock (FleetLock)
positioned = MultiVehicleFleet.Values.Where(v => v.PosAvailable).ToList();
if (positioned.Count == 0) return false;
var centers = positioned.Select(InferFleetCenterFromCar).ToList();
centerX = centers.Average(c => c.Item1);
centerY = centers.Average(c => c.Item2);
var avgSin = centers.Average(c => Math.Sin(c.Item3 * Math.PI / 180.0));
var avgCos = centers.Average(c => Math.Cos(c.Item3 * Math.PI / 180.0));
centerTh = (float)(Math.Atan2(avgSin, avgCos) * 180.0 / Math.PI);
return true;
}
private static (float, float, float) InferFleetCenterFromCar(VehicleSyncInfo car)
{
// 由 carWorld = Transform2D(center, layout) 反推 center = carWorld ∘ layout⁻¹。
// 注意 layout⁻¹ 是真正的 SE(2) 逆,而非逐分量取负 (-layout):
// 当 layoutTh≠0(如从车 180°)时,逐分量取负会把平移方向算错,导致车队中心偏移 → 位姿补偿跑飞。
var layout = Tuple.Create((double)car.LayoutX, (double)car.LayoutY, (double)car.LayoutTh);
var layoutInv = LessMath.SolveTransform2D(layout, Tuple.Create(0.0, 0.0, 0.0));
var center = LessMath.Transform2D(
Tuple.Create((double)car.X, (double)car.Y, (double)car.Th),
layoutInv);
return ((float)center.Item1, (float)center.Item2, (float)center.Item3);
}
/// <summary>
/// 由本车(通常为主车)当前 Detour SLAM 位姿反推车队中心位姿(世界系)。
/// 复用 GetLayoutPose + InferFleetCenterFromCar 的同款 SE(2) 反推(center = carWorld ∘ layout⁻¹),
/// 保证与自动模式车队中心计算一致。供动作(如 FleetCrabWalk)取路径起点用;无有效定位时返回 false。
/// </summary>
public bool TryGetFleetCenterFromSlam(out float centerX, out float centerY, out float centerTh)
{
centerX = centerY = centerTh = 0;
var carPos = DetourInterface.getCartLocation();
var (layoutX, layoutY, layoutTh) = GetLayoutPose(Conf.TestCarSyncTh, Conf.TestCarSyncDistance);
var self = new VehicleSyncInfo
{
X = (float)carPos.x,
Y = (float)carPos.y,
Th = (float)carPos.th,
LayoutX = layoutX,
LayoutY = layoutY,
LayoutTh = layoutTh
};
var (cx, cy, cth) = InferFleetCenterFromCar(self);
centerX = cx;
centerY = cy;
centerTh = cth;
return true;
}
/// <summary>
/// 预热:用主车 SLAM 位姿,立即(1) 对外发布有效"车队中心快照"(2) 把主车自身以 posAvailable=true
/// 写入 fleet 表。供 FleetCrabWalk 等动作在启动控制器 Track() 前调用,解决两个启动期问题:
/// - 控制器首帧通过 MultiVehicleGetFleetPos 读到 (0,0,0) → 误判已到终点、立即结束;
/// - 自动联动循环的安全门 FleetHasPosAvailablePilotDefinition.cs ~402)在冷启动(无车上报定位)时
/// 会把 AutoEnabled 关掉、循环无法发布真实中心。播种主车 posAvailable 条目即可越过该门,使循环正常接管。
/// 需在主车上调用;getCartLocation() 无定位时会阻塞(与自动模式一致)。
/// </summary>
public bool PrimeMasterAutoFromSlam()
{
var carPos = DetourInterface.getCartLocation();
var (lx, ly, lth) = GetLayoutPose(Conf.TestCarSyncTh, Conf.TestCarSyncDistance);
var info = BuildSelfInfo(true, true, (float)carPos.x, (float)carPos.y, (float)carPos.th,
lx, ly, lth, false);
var (cx, cy, cth) = InferFleetCenterFromCar(info);
PublishFleetCenter(cx, cy, cth);
lock (FleetLock)
{
MultiVehicleFleet[CarNum] = info;
_multiVehicleFleetSeen[CarNum] = DateTime.Now;
}
return true;
}
private (float, float, float) GetLayoutPose(float syncTh, float syncDistance)
{
// 双车编队布局由 TestCarSyncDistance(=syncDistance) 与 TestCarSyncTh(=syncTh) 唯一确定:
// 车体相对车队中心沿编队方向 ±syncDistance/2 对称分布,从车额外朝向翻转 180°。
var rad = syncTh / 180f * Math.PI;
var sign = CarNum == 1 ? 1f : -1f;
var xx = (float)(Math.Cos(rad) * syncDistance / 2 * sign);
var yy = (float)(Math.Sin(rad) * syncDistance / 2 * sign);
return (xx, yy, syncTh + (CarNum == 1 ? 0 : 180));
}
private VehicleSyncInfo BuildSelfInfo(bool master, bool posAvailable, float x, float y, float th,
float layoutX, float layoutY, float layoutTh, bool aligned, bool detectOk = true)
{
return new VehicleSyncInfo
{
Master = master,
Ip = Conf.SimpleIp,
Port = WebAPI.port,
PosAvailable = posAvailable,
X = x,
Y = y,
Th = th,
LayoutX = layoutX,
LayoutY = layoutY,
LayoutTh = layoutTh,
Aligned = aligned,
DetectOk = detectOk
};
}
private void VisualizeFleet(List<Vector2> contour, float egoLayoutX, float egoLayoutY, float egoLayoutTh)
{
// 画在本车车体系:global=false,渲染时由 ClumsyLite 叠加本车真实位姿。
// 每个成员按“相对本车 layout 的位姿”绘制(memberInEgo = egoLayout⁻¹ ∘ memberLayout),
// 这样手动模式无 SLAM 定位也能正确显示编队相对关系;避免之前用车队系 layout 坐标叠加本车位姿造成的整体平移。
var fleetPainter = UI.GetPainter("MultiVehicleFleet-vis", false);
Dictionary<int, VehicleSyncInfo> fleet;
lock (FleetLock)
fleet = new Dictionary<int, VehicleSyncInfo>(MultiVehicleFleet);
var egoLayout = Tuple.Create((double)egoLayoutX, (double)egoLayoutY, (double)egoLayoutTh);
Tuple<double, double, double> MemberInEgo(float mx, float my, float mth)
=> LessMath.SolveTransform2D(egoLayout, Tuple.Create((double)mx, (double)my, (double)mth));
void DrawContour(Color color, Tuple<double, double, double> rel)
{
var transformed = contour
.Select(pp => LessMath.Transform2D((float)rel.Item1, (float)rel.Item2, (float)rel.Item3, pp))
.ToList();
for (var i = 0; i < 4; ++i)
fleetPainter.DrawLine(color, transformed[i], transformed[(i + 1) % 4]);
// 对角线便于辨认朝向
fleetPainter.DrawLine(color, transformed[0], transformed[2]);
fleetPainter.DrawLine(color, transformed[1], transformed[3]);
}
fleetPainter.Clear();
foreach (var kvp in fleet)
{
var color = kvp.Value.Master ? Color.Red : Color.Orange;
var rel = MemberInEgo(kvp.Value.LayoutX, kvp.Value.LayoutY, kvp.Value.LayoutTh);
DrawContour(color, rel);
fleetPainter.DrawText(color, $"{kvp.Key}", new Vector((float)rel.Item1, (float)rel.Item2));
}
}
private void FireAndForgetRegister(HttpClient hc, VehicleSyncInfo info)
{
ParseMasterEndpoint(out var masterIp, out var masterPort);
var infoJson = JsonConvert.SerializeObject(info);
var url =
$"http://{masterIp}:{masterPort}/multi-vehicle-register?CarNum={CarNum}&Info={Uri.EscapeDataString(infoJson)}";
_ = hc.GetStringAsync(url).ContinueWith(t =>
{
if (t.IsFaulted)
DLog.Log($"register failed: {t.Exception?.GetBaseException().Message}", "MultiVehicle");
}, TaskScheduler.Default);
}
private static void FireAndForgetNotify(HttpClient hc, string ip, int port, VehicleSyncNotification notification)
{
// F: POST + JSON bodypayload 不再受 URL 长度限制;fire-and-forget 但记录失败。
var notifyJson = JsonConvert.SerializeObject(notification);
var url = $"http://{ip}:{port}/multi-vehicle-notify";
var content = new StringContent(notifyJson, System.Text.Encoding.UTF8, "application/json");
_ = hc.PostAsync(url, content).ContinueWith(t =>
{
content.Dispose();
if (t.IsFaulted)
DLog.Log($"notify {ip}:{port} failed: {t.Exception?.GetBaseException().Message}", "MultiVehicle");
}, TaskScheduler.Default);
}
private void ParseMasterEndpoint(out string ip, out int port)
{
ip = "127.0.0.1";
port = 8008;
var endpoint = Conf.MultiVehicleMasterEndpoint ?? "/";
if (endpoint == "/") return;
var parts = endpoint.Split(':');
if (parts.Length >= 1 && !string.IsNullOrWhiteSpace(parts[0]))
ip = parts[0];
if (parts.Length >= 2 && int.TryParse(parts[1], out var p))
port = p;
}
private static float ClampBias(float value, float threshold)
=> Math.Sign(value) * Math.Min(Math.Abs(value), threshold);
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/// <summary>
/// 原地旋转纠偏单轴 PI 控制器。err 为车体系偏差(mm 或 deg),输出为修正速度(mm/s 或 deg/s)
/// 带死区、积分抗饱和(限制积分贡献在 ±max 内)与总输出限幅。死区内冻结积分(保留稳态修正以抵消恒定扰动)。
/// </summary>
private static float RotatePiTerm(float err, ref float integ, float deadband,
float pFac, float iFac, float max, float dt, bool allowIntegrate = true)
2026-06-28 19:09:24 +08:00
{
// 死区内:不再累加误差,仅输出已积累的积分项(维持对恒定扰动的稳态补偿)。
if (Math.Abs(err) < deadband)
return ClampBias(integ * iFac, max);
// 条件积分(抗 windup):仅当 (a) 允许积分(舵轮已对齐、车在真正转动) 且
// (b) 总输出未在同向饱和 时才累加误差。
// allowIntegrate=false:上一拍舵轮未对齐(gate=0、车没动),此时积分误差是纯 windup,
// 会让纠偏越积越大、舵轮更对不齐 → 原地卡死;故冻结积分(保留已有值,仅输出 P+已积分)。
// 同向饱和停积分:起步大误差让 P 顶满 max 时继续积分会顶满积分器,误差反向后泄放慢、造成过冲回拉。
2026-06-28 19:09:24 +08:00
var unclamped = err * pFac + integ * iFac;
var saturatedSameSign = Math.Abs(unclamped) >= max && Math.Sign(unclamped) == Math.Sign(err);
if (allowIntegrate && !saturatedSameSign)
2026-06-28 19:09:24 +08:00
integ += err * dt;
var iTerm = integ * iFac;
// 抗积分饱和:把积分贡献限制在 ±max,并反算回写积分器,避免 windup。
if (iFac > 1e-9f)
{
var iLimit = max / iFac;
if (integ > iLimit) integ = iLimit;
else if (integ < -iLimit) integ = -iLimit;
iTerm = integ * iFac;
}
return ClampBias(err * pFac + iTerm, max);
}
/// <summary>
/// 主车专用:通过 Playground WebAPI 读取本车与邻车的真实 sim 位姿,落 RotatePoseDbg 日志。
/// 量化"开环横向滑移"来源:
/// - w1/w2/dw:两车实际偏航角速率(deg/s)。dw 持续非零 ⇒ 主从转速不一致(相对旋转)。
/// - rel_in1(x,y,dyaw):邻车在本车体系下的真实相对位姿;dyaw=实际相对朝向−180°。
/// dyaw≈0 但 y 持续漂 ⇒ 纯横向平移滑移(非角度滞后,印证 B 无用)。
/// - midDrift:车队几何中心(世界系)相对起转瞬间的位移 ⇒ 整体平移漂移量。
/// 节流 ~200ms;WebAPI 异常时静默跳过,不影响控制环。
/// </summary>
private void LogRotatePoseSample()
{
var now = DateTime.Now;
if ((now - _rotPoseLastLog).TotalMilliseconds < 200) return;
_rotPoseLastLog = now;
var neighbor = Conf.PlaygroundNeighborRobotName;
if (string.IsNullOrWhiteSpace(neighbor) || neighbor == Conf.PlaygroundRobotName) return;
try
{
var p1 = PlaygroundWebApi.GetPose(Conf.PlaygroundWebApiUrl, Conf.PlaygroundRobotName);
var p2 = PlaygroundWebApi.GetPose(Conf.PlaygroundWebApiUrl, neighbor);
// 邻车在本车(car1)体系下的相对位姿:rel = R(-yaw1)·(p2-p1)
var ddx = p2.X - p1.X;
var ddy = p2.Y - p1.Y;
var th1 = p1.YawDeg * (float)Math.PI / 180f;
var c = (float)Math.Cos(th1);
var s = (float)Math.Sin(th1);
var relX = ddx * c + ddy * s;
var relY = -ddx * s + ddy * c;
var relYaw = (float)LessMath.ThDiff(p2.YawDeg - p1.YawDeg, 180f); // 实际相对朝向偏离 180° 的量
var dist = (float)Math.Sqrt(ddx * ddx + ddy * ddy);
var midX = (p1.X + p2.X) / 2f;
var midY = (p1.Y + p2.Y) / 2f;
if (!_rotPoseEpisode)
{
_rotPoseEpisode = true;
_rotPoseMid0X = midX;
_rotPoseMid0Y = midY;
}
var midDx = midX - _rotPoseMid0X;
var midDy = midY - _rotPoseMid0Y;
// 实际偏航角速率(数值微分)
float w1 = 0, w2 = 0, dw = 0;
if (_rotPosePrevTime != DateTime.MinValue)
{
var dt = (float)(now - _rotPosePrevTime).TotalSeconds;
if (dt > 1e-3)
{
w1 = (float)LessMath.ThDiff(p1.YawDeg, _rotPosePrevYaw1) / dt;
w2 = (float)LessMath.ThDiff(p2.YawDeg, _rotPosePrevYaw2) / dt;
dw = w1 - w2;
}
}
_rotPosePrevTime = now;
_rotPosePrevYaw1 = p1.YawDeg;
_rotPosePrevYaw2 = p2.YawDeg;
DLog.Log(
$"car1({p1.X:F0},{p1.Y:F0},{p1.YawDeg:F2}) car2({p2.X:F0},{p2.Y:F0},{p2.YawDeg:F2}) " +
$"| rel_in1(x:{relX:F0} y:{relY:F0} dyaw:{relYaw:F2}) dist:{dist:F0} " +
$"| mid({midX:F0},{midY:F0}) midDrift(dx:{midDx:F0} dy:{midDy:F0} |d|:{Math.Sqrt(midDx * midDx + midDy * midDy):F0}) " +
$"| w1:{w1:F2} w2:{w2:F2} dw:{dw:F2}",
"RotatePoseDbg");
}
catch (Exception e)
{
// 诊断用途,WebAPI 不通时静默(仅偶发提示),不打断控制环。
Hedingben.ToastText($"RotatePose WebAPI err: {e.Message}", $"MultiVehicle{CarNum}-rotpose");
}
}
#endregion
}