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Added Mission UI #68
Added Mission UI #68
Commits on Mar 13, 2019
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Commits on Mar 15, 2019
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It is located in index.js to maintain a global variable of it and it is better allocated there than inside MissionContainer
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Updated missionWindow to work as intended
Does not work for building yet, will look into solutions
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Commits on Mar 16, 2019
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Multi-window support for electron-webpack
Allows us to create more than one window on electron and linking them all to one html file without collision. This works for building the app too, not just on development. Next step is to update the new mission window to display whatever information is necessary for mission selected. See #45
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Commits on Mar 17, 2019
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Electron 4 does not support geolocation, reverted to Electron 3
See the following thread: electron/electron#16139 This issue is fixed in the following thread, but wont be released until Electron 5: electron/electron#15618
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Commits on Mar 18, 2019
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Finished logic for MissionContainer
MissionContainer has the logic and list of missions that the MissionWindow will be using. Any information (mission has started, paused, completed, etc) in the MissionWindow will be retrieved from the MissionContainer
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Commits on Mar 19, 2019
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Travis CI had a small error with badge, needed to specify branch.
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Commits on Mar 22, 2019
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Commits on Mar 23, 2019
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Currently has vulnerabilities, will be fixed in svg/svgo#1089
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Note: when importing files (import X from './X'), and there are two files X.js and x.css, the program will import the CSS file (when intended to import the JS file). This will cause an error in the program. The solution is to not name the CSS file as JS files. Took a while to figure out since all code looked normal. Ill get working on getting structure up (will do Takeoff as an example)
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Commits on Mar 24, 2019
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Added logic and basic structure to mission window
Needs more work: 1. Create a general mission jsx class, since these classes seem to have similar logic. 2. Create some jobs. Its likely that jobs will need a general class too. These general classes, by the way, should be superclasses to be extended from.
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Forwarded mission index to mission windows to allow multiple missions…
… to run More logic. Should not affect building other missions. Just understand to forward mission index to mission jsx classes to be able to return that index to mission container to complete missions (and be able to run more than one mission at a time).
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Commits on Mar 25, 2019
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Added general Mission and Job classes.
See #56. Needs a lot of styling. Needs more logic. - Logic to add parameters from jobs to Orchestrator through startJob. - Logic to filter out unrelated veihicles while mission window is open. I might work on this next. There are minor logic issues still. Will push anyway to share. - Buttons might not be properly turned on/off - PropTypes need to be fixed
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Current version struggles to keep mission window state as well as job state. The mission window can only keep track of one misison at a time, but it should be able to keep track of all missions. If I start one mission and start another, the mission window will forget all information about the first mission. There should be a fix to this.
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Commits on Mar 26, 2019
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Modified some files for TypeScript support
Work in progress. Note: I realized Leaflet loves to maky a lot of things any type, and our linter doesnt like that
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Added FOSSA to track dependencies as well as updated map container
We will use https://github.com/yagajs/leaflet-cached-tile-layer for our Cached Tile Layer
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Commits on Mar 27, 2019
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Control TypeScript added, will continue on my PC Added react-leaflet-control to declaration files. Moved the declaration file to root of repository, named as global.d.ts.
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Commits on Mar 30, 2019
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Helps with seeing what the variables are when hovering over them. CachedTileLayer doesnt work right now and will fix soon.
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I dont think I'll work on integrating TypeScript with mission window. I'll let @maquino123 and @tnleang handle that
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Merge pull request #59 from NGCP/dev-2018-missionui-typescript
TypeScript support
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Commits on Apr 2, 2019
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Commits on Apr 3, 2019
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Added basic file to ListDict (now called DictionaryList)
DictionaryList makes more sense than ListDict, since this is a dictionary of lists, not a list of dictionaries. Also edited/fixed comments to help with the `atom-typescript` plugin when hovering over variables. Re-allocated declaration files. Turned on a check that will crash the program before loading if MAPBOX_TOKEN is not defined.
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Downgraded TypeScript version to support @typescript-eslint
From their repository: The version range of TypeScript currently supported by this parser is >=3.2.1 <3.4.0.
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Commits on Apr 4, 2019
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Updating parser version allows my system to see the errors now
Will fix the issues in a little bit. This commit should fail the build test.
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- Adding return types to all functions (seems to finally show up to my system after upgrading to typescript-eslint v1.6 - Added functions to DictionaryList so that tsc does not throw an error - Fixed some comments
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Import node in hopes to fix Timeout issue
Also updated .travis.yml script to run tests one at a time. `npm test` can be left so that the developer can use it whenever necessary.
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Added signatures to json imports in src/static. Added electron to import's core-modules so we don't need to put "eslint-disable-line import/no-extraneous-dependencies" on every electron import. Mapped vehicles in order before passing it from vehicle container to vehicle table to increase performance from O(n^2 logn) to O(nlogn).
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Commits on Apr 5, 2019
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Modified some files to prepare for Vehicle class
Changed "listener" terminology in UpdateHandler to "handler". Changed updateVehicles and updateMessages notification to take multiple parameters instead of an array of vehicles/messages through parameter destrucutring. Added logic to static/index.ts to set startLocation and export that as a LatLngZoom instead of having other classes figure out that location. Also changed order of importing files in the same file, will add documentation on the order local files should be imported. Added disconnection time constant to static/vehicle.json that is also exported throughs static/index.ts. Changed Vehicle interface in util/types.ts to VehicleUpdate. Will eventually change this to UpdateMessage (see the JSON protocol) and will add typings for all other messages too (when Vehicle is done being implemented, the user interface will take in the Vehicle objects instead of UpdateMessages). Added failsafe measures to updateVehicles function.
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Change functions in objects to have arrow notation
Functions without arrow notation will struggle to access private/instance variables in classes. Also added a default export to util/util.ts
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Commits on Apr 6, 2019
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Integrated class to the rest of the class. The Vehicle class is created using a message (which has an sid field), which will output a VehicleObject that can be sent to the user interface (through ipcRenderer) and can be used then. Added definitions for Messages and Jobs too.
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Tested with XCTU, it works. Everything else that needs to be created is all logic in Orchestrator and MessageHandler (and also recreate Missions).
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Commits on Apr 7, 2019
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Reformatted configuration files and types
Changed exports in static/index so that the variables can be seen as configuration files when imported to other files. Will cause less confusion to the developer. Moved all source types to a `src/types` folder. Note this is different from external module typings, which will contain types for external modules. Commented out things that do not work right now because of these changes, and will fix them back once I have the time. Added typings to all tasks and messages. TODO: Fix code that I have commented with code that works for it now. Finish the type guard functions in src/types/messages. @tnleang can you help me with this? Fix documentation for all of this. Perhaps add a `docs` folder in root?
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Commits on Apr 8, 2019
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Fixed one small thing with connect message as well as removed the requirement for an errorMessage when a vehicle is in an error state. Also removed the requirement for an error field in badMessage message, but we will be filling that field in whenever we send a badMessage. This is in the case a vehicle does not provide an error field in the badMessage message.
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Commits on Apr 9, 2019
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Got lazy commenting the code at the end but screw it. I think I commented the important parts, but commenting all code is better.
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Reallocated type guard exports to a common variable
Also removed unnecessary and blatantly obvious comments. Comments that describe each function would make this file better, but this should be the final version. Lets hope that no changes are needed in the future
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Commits on Apr 10, 2019
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Added receiveMessage function to MessageHandler
Also updated QuickScan Task definition
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Updated to this commit https: //github.com/NGCP/GCS/commit/5e1bd6a8eeeabe3284d9fea0ad416431e61ab571#diff-9c8de213580183bcd8fa27b3fdefce6b Co-Authored-By: Maxence Weyrich <[email protected]>
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Was working on Mission, but I'll give it a rest. Will do it tomorrow
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Commits on Apr 11, 2019
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Commits on Apr 12, 2019
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Mission parameters is a mix of information required, as well as options. A selected number of missions can be chosen to perform at once, but since the output of one mission goes into the input of the next, the user only needs to add mission info for the first mission. The user will need to input mission options for all missions, however.
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Added options to PayloadDrop mission (and added PayloadDropMissionPar…
…ameters) Also decided to make all information in `ISRSearchMissionParameters` required. The UI should just fill in 0 for all of those fields if the option for that is off. The Mission class will ignore the parameters completely.
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Need sleep will finish tomorrow, as well as Orchestrator
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Version bump + updated MessageHandler
MessageHandler will forward all messages to the Orchestrator to acknowledge, as MessageHandler does not know if the message's source vehicle is connected or not.
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- Converting missionWindow from js to ts - Reorganize jobs directory - deleted missionContainer in mainWindoow
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Commits on Apr 13, 2019
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`eslint-plugin-import` causes TypeError issues import-js/eslint-plugin-import#1322
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Commits on Apr 14, 2019
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Went on with Max's definition of handleUnresponsiveVehicle. Added support to add tasks to a job by a certain comparison criteria (allows for obtaining the next task in a different way). Ensured that activeVehicleMapping ONLY has the vehicles that are doing a job that relates to the mission. Any other vehicles are completely ignored for the mission (this is in the case the user interface sends extra jobs that are irrelevant to the mission over to the constructor). Doing this allows us to not have to check all the time if the job in the activeVehicleMapping is a related jobType or not. It simply is. Added support to keep track of vehicles of a mission by having a callback on the update messages that are sent from the vehicles.
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Small changes, no change in logic
Will read through the code one more time before starting to implement other missions + Orchestrator
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Added ipcRenderer typing support through util/ipc.ts
Small logic changes here and there too, nothing significant. Also converted all files to TypeScript/TypeScript React files.
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Commits on Apr 15, 2019
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Made MessageHandler ignore whether or not the message type field is capitalized or not. Made completionCallback of Mission class return a MissionParameter, not MissionInformation. Modified stop() function of Mission class. Will need to modify naming of functions/variables in this class even more, its very unreadable. Added "stopMission" support to ipc.ts. Renamed locations.json to location.json. Added disconnect() support to Vehicle. It is not possible to disconnect the vehicle from the Orchestrator through vehicle.update().
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Added Orchestrator and fixed logic
Fixed logic for acknowledgement messages in MessageHandler. Fixed logic for stopping sending messages in MessageHandler. Simplified logic in Mission to log parameters whenever a mission completes. Changed lastConnectionTime to update to the time field in the messages. Added more typings/functions.
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Forgot to include Orchestrator into last commit
Will add the original authors to this commit Co-Authored-By: Maxence Weyrich <[email protected]> Co-Authored-By: Kedwin Chen <[email protected]>
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Really need to divide the message.ts file to different files. Will add the rest of the files tomorrow. Co-Authored-By: Maxence Weyrich <[email protected]> Co-Authored-By: Kedwin Chen <[email protected]>
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Added support to start Mission
Again will need to clean code. Should work
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Fixed comments in Orchestrator + logic
Noticed indexing was wrong in startNextMission so I fixed that.
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Modified code structure + comments to improve readability
Final fix to logic of MessageHandler's receivingMessage function. It should only forward the first message of a certain ID to the Orchestrator, but acknowledge all valid messages.
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Commits on Apr 16, 2019
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Added check to Orchestrator to check Mission's vehicles before calling mission.update() Did check on all vehicle states before assigning jobs in Mission (instead of checking states while assigning jobs). Added check for new message for bad messages too. Fixed logic in Orchestrator to set completionParameters of this mission to the starting parameters for next mission. Logic in Mission will be to send stop to all vehicles if the stop() function is called while the Mission status is not "ready". If Mission status is "initializing" it will also stop sending current messages. Added logic to Vehicle's status handler to remove the callback when it disconnects, as the other callback should not happen if the vehicle is too late to accept its job.
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(Re)added undefined as an option for generateTasks/generatedCompletio…
…nParameters Throws an error, and mission will stop if undefined is returned.
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Commits on Apr 17, 2019
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Allocated the fat messages.ts file into many files that make more sense. Removed float hex, as we will use compression with msgpack to make things work. Also removed "options" from StartMessage as I believe this is difficult to handle in other languages (C in particular).
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Commits on Apr 18, 2019
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Commits on Apr 19, 2019
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Added boundingBox and waypoints variable to MapContainer
MapContainer needs events that will update and remove those variables accordingly from the MissionUI. Perhaps at mission complete, delete all variables, at change mission change displayed variables, etc... Will need to emit a mission change from Orchestrator if mission changes automatically, or from UI if mission changes manually (thru user selecting a different start mission). Look into the following for a resizeable bounding box: https://github.com/w8r/Leaflet.Path.Transform
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Version bump + update waypoint logic
Will test with fixtures in a bit. Then need to work on bounding box.
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WIll not update the location of the waypoint in the MapContainer since it does not matter. If I try to update the waypoint in the MapContainer, the waypoint will not be able to drag since it will "undrag" itself back to its previous spot.
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Updated logic to Orchestrator. UpdateVehiclesFixtures now sends notifications to Orchestrator instead of the container. Fixed bug with above where Orchestrator does not initialize the vehicle to "ready" status, and denies all messages since it is in a "disconnected" status. TODO: Add logic to send stop message if vehicle is in a mission and sends status = "running" or status = "paused". Moved acknowledging to MessageHandler. No need for it to be in Orchestrator, was thinking that MessageHandler needed vehicle access to send acknowledgement, but that's not needed.
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Commits on Apr 20, 2019
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(Re)added logic to the Orchestrator to only acknowledge if the messag…
…e is valid (vehicle is connected, if mission related, vehicle is in mission, etc)
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Forgot to run `npm test` again before committing
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Update logic in Orchestrator's ping + ack/self change
Moved logic that requires only new message in an if loop, and put the Orchestrator acknowledge outside of that. Simplified loop of creating new event handler every few seconds with delta timeout to a simple timeout. Prevented disconnectFromVehicle to happening when vehicle is already disconnected (due to recursive calls after the program ends). Fixed logic in vehicle to not create a new instance every time it is reconnected. Added logic in the Orchestrator to send "stop" message to vehicle if it is a mission-related state (waiting, running, paused) while it is not assigned a mission. Fixed logic in MessageHandler as msgpack.decode actually obtains the object itself, not the string. The object can vary from undefined to a valid message. Also fixed the jobTypes type guard (see src/static/index)
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Commits on Apr 22, 2019
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Fixed connection logic in Orchestrator Fixed logic in sending message in MessaageHandler
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Commits on Apr 23, 2019
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Commits on Apr 24, 2019
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Will change the logic in MissionWindow as the other apps become built. The way the other apps will work is that the apps will not send information to the MissionWindow unless all their fields are filled out. Other changes: Changed how the bounding box looks if it is locked (the draggable markers will be gone) Changed commenting to the fix in leaflet's default marker in WaypointMarker. Fixed layout choosing in App.tsx (not using any type anymore).
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Added slider to drag as well as styling
Other edits: Bumped version to 0.7 since we're finally implementing mission UI. Named the mission parameter files properly so that they look nice in the meantime. Exported all variables in common mission files (common/missions) so that the mission UI files can use them without importing default. Change starting theme to dark to reduce stress to my eyes whenever I make changes to code.
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I keep forgetting to run `npm test` before pushing
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Added pause/resume logic + cache information
Cache information is to store the information when user puts information to the Mission UI but the user changes window afterwards. We do not want the information to be lost and make the user reinput the information. Not sure if having a cache will work, but if it doesnt, will remove.
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Test will fail but I need sleep so I dont really care at this point lol
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Commits on Apr 25, 2019
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Finish Mission Window UI Logic
Separated options and activeVehicleMapping from MissionInformation to make it easier to set up Mission Window UI. Added logic to set options. Added logic to set vehicle mapping. User can start mission whether or not vehicle mapping is done or not, but the Mission backend will throw an error and stop mission if vehicle mapping is not correct. And other stuff... Getting late so I need rest, will finish up tomorrow.
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Fixed logic for unknown disconnection
Source of disconnection from fixtures came from the following: 1. No ack from connectionAck message 2. No ack from stop message - job fixture set vehicle status to (running/paused/waiting) while no mission running Added logic to Orchestrator to not send these messages if fixtures are enabled, as well as simply exit on the same conditions instead of logging in Orchestrator.disconnectFromVehicle.
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Commits on Apr 26, 2019
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Done. No joke this time. Only thing that needs to be done is to write line 246 of ISRSearch (pass the information, just build the ISRSearchInformation using the checklist. TODO: Maintain a cache on unload
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Commits on Apr 27, 2019
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Updated mission parameters for UUVRescue
Task Parameters are also updated
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Logic to Orchestrator/Mission + etc
Big change to Orchestrator to provide an actual function callback, instead of passing the function, as passing the function will NOT update the instance variables of the Orchestrator. Big note for the future. Initialize Mission after constructing it from the Ochestrator, as its abstract values do not apply until the constructor is done. Before, the mission name would never be applied since the initialize would automatically be called from the Orchestrator. Simplified updateVehicle fixtures to only emit "ready" status to help test missions. Other fixes to Mission class and subclasses that were buggy. Will continue to fix these issues tonight
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Removed all fields in UUV Rescue, as it requires none. Distinguished variables in ISR Search from Payload Drop.
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Bounding box on the map coresponds to VTOLSearch.tsx
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Ensured class functions are being called when called on event callbacks. Modified check on Mission before assigning jobs to vehicles. Was able to test that it works right until Task assignment, not sure after that.
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Commits on Apr 30, 2019
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Fixed logic in sending messages
Modified to support that connectionAck messages should not be acknowledged. Fixes the first checkpoint in #68. Not tested, but most likely works.
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Added logic to support POI makers in VTOL Search mission
Not tested. Fixes checkmark 2 of #68. Logic is to keep track of the detailed search task that is assigned, and see if a POI message is sent from the VTOL (that is doing the detailed search job). If so, that POI is valid. If a complete message is sent with no POI message in between, it means that the POI is invalid.
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Commits on May 1, 2019
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Changed isNaN to isInteger/isFinite
Co-Authored-By: Maxence Weyrich <[email protected]>
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Commits on May 2, 2019
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adding the missionWindow CSS. Currently there is only css for dark theme. There is no switch theme implemented yet.
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Commits on May 3, 2019
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Was going to be bigger but I realized I was doing something I planned for next year instead. See #69 Instead here are changes: 1. Allow selecting text in log container (thanks @maxwey) 2. Fixed bug of not all missions are processed properly in Orchestrator if more than one mission was selected. Orchestrator will automatically assign parameters of any missions after the first mission. The user will only need to put parameters for the first mission executed. 3. Added support for UAV's two planes.
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Commits on May 4, 2019
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Commits on May 5, 2019
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