using System; using System.Linq; using System.Threading; using OpenNest.Engine.Jobs.Adapters; namespace OpenNest.Engine.Jobs.Placement; /// /// Migrated built-in placement strategy for the whole-job runner. Reuses /// fill/pack geometry but owns its own run-scoped bookkeeping: remaining demand is read from the /// request and placement counts are derived from returned placements, so the engine's private /// mutations never feed back into job accounting. /// /// /// The identity/progress boundary mechanics live in : one /// private per requirement is created once per solve and reused across every /// candidate trial (the runner reuses one instance per job). This is safe /// because the engines mutate (per-trial) and canonical-frame copies, /// never the shared or its Quantity. Identity is by Drawing reference, /// never by name. Each trial still gets a fresh private . /// public sealed class DefaultPlateNester : IPlateNester { private readonly Func engineFactory; private readonly OrderedPlateNester restrictedRotationNester = new(); private readonly CandidatePlacementContext context = new(); public DefaultPlateNester() : this(static plate => new DefaultNestEngine(plate)) { } /// Injectable for tests; defaults to . public DefaultPlateNester(Func engineFactory) { this.engineFactory = engineFactory ?? throw new ArgumentNullException(nameof(engineFactory)); } public PlateCandidate Place( PlatePlacementRequest request, IProgress progress = null, CancellationToken token = default ) { ArgumentNullException.ThrowIfNull(request); token.ThrowIfCancellationRequested(); // The legacy engine cannot express a locked or bounded rotation (start == end == 0 reads // as "unconstrained") and its Pairs/RectBestFit strategies rotate freely, so it can return // poses the requirement's RotationPolicy forbids. Restricted requirements go to the // policy-aware ordered nester, which only proposes allowed angles and validates each pose. if (request.Parts.Any(part => part.Rotation.Kind != RotationPolicyKind.Automatic)) return restrictedRotationNester.Place(request, progress, token); var plate = DrawingJobMapper.CreatePlate(request.Stock); // Quantity is the request's remaining demand; the engine may mutate these per-trial items, // and that mutation is deliberately discarded — placement counts come from the result. var items = context.CreateItems(request.Parts); var engine = engineFactory(plate) ?? throw new InvalidOperationException("Engine factory returned null."); var legacyProgress = CandidateProgressBridge.Create(progress, request.Stock.Id); var parts = engine.Nest(items, legacyProgress, token); token.ThrowIfCancellationRequested(); if (parts == null) throw new InvalidOperationException("Engine returned null placements."); return new PlateCandidate(context.MapPlacements(parts)); } }