(svn r25354) -Add: link graph schedule and typedefs for LinkGraph and related classes
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168
src/linkgraph/linkgraphschedule.cpp
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168
src/linkgraph/linkgraphschedule.cpp
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file linkgraphschedule.cpp Definition of link graph schedule used for cargo distribution. */
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#include "../stdafx.h"
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#include "linkgraphschedule.h"
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#include "init.h"
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/**
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* Spawn a thread if possible and run the link graph job in the thread. If
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* that's not possible run the job right now in the current thread.
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* @param job Job to be executed.
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*/
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void LinkGraphSchedule::SpawnThread(LinkGraphJob *job)
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{
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if (!ThreadObject::New(&(LinkGraphSchedule::Run), job, &job->thread)) {
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job->thread = NULL;
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/* Of course this will hang a bit.
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* On the other hand, if you want to play games which make this hang noticably
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* on a platform without threads then you'll probably get other problems first.
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* OK:
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* If someone comes and tells me that this hangs for him/her, I'll implement a
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* smaller grained "Step" method for all handlers and add some more ticks where
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* "Step" is called. No problem in principle.
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*/
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LinkGraphSchedule::Run(job);
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}
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}
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/**
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* Join the calling thread with the given job's thread if threading is enabled.
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* @param job Job whose execution thread is to be joined.
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*/
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void LinkGraphSchedule::JoinThread(LinkGraphJob *job)
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{
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if (job->thread != NULL) {
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job->thread->Join();
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delete job->thread;
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job->thread = NULL;
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}
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}
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/**
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* Start the next job in the schedule.
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*/
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void LinkGraphSchedule::SpawnNext()
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{
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if (this->schedule.empty()) return;
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LinkGraph *next = this->schedule.front();
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assert(next == LinkGraph::Get(next->index));
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this->schedule.pop_front();
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if (LinkGraphJob::CanAllocateItem()) {
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LinkGraphJob *job = new LinkGraphJob(*next);
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this->SpawnThread(job);
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this->running.push_back(job);
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} else {
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NOT_REACHED();
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}
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}
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/**
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* Join the next finished job, if available.
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*/
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void LinkGraphSchedule::JoinNext()
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{
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if (this->running.empty()) return;
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LinkGraphJob *next = this->running.front();
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if (!next->IsFinished()) return;
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this->running.pop_front();
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LinkGraphID id = next->LinkGraphIndex();
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this->JoinThread(next);
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delete next;
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if (LinkGraph::IsValidID(id)) {
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LinkGraph *lg = LinkGraph::Get(id);
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this->Unqueue(lg); // Unqueue to avoid double-queueing recycled IDs.
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this->Queue(lg);
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}
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}
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/**
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* Run all handlers for the given Job. This method is tailored to
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* ThreadObject::New.
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* @param j Pointer to a link graph job.
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*/
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/* static */ void LinkGraphSchedule::Run(void *j)
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{
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LinkGraphJob *job = (LinkGraphJob *)j;
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LinkGraphSchedule *schedule = LinkGraphSchedule::Instance();
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for (uint i = 0; i < lengthof(schedule->handlers); ++i) {
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schedule->handlers[i]->Run(*job);
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}
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}
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/**
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* Start all threads in the running list. This is only useful for save/load.
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* Usually threads are started when the job is created.
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*/
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void LinkGraphSchedule::SpawnAll()
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{
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for (JobList::iterator i = this->running.begin(); i != this->running.end(); ++i) {
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this->SpawnThread(*i);
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}
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}
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/**
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* Clear all link graphs and jobs from the schedule.
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*/
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/* static */ void LinkGraphSchedule::Clear()
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{
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LinkGraphSchedule *inst = LinkGraphSchedule::Instance();
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for (JobList::iterator i(inst->running.begin()); i != inst->running.end(); ++i) {
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inst->JoinThread(*i);
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}
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inst->running.clear();
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inst->schedule.clear();
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}
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/**
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* Create a link graph schedule and initialize its handlers.
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*/
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LinkGraphSchedule::LinkGraphSchedule()
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{
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this->handlers[0] = new InitHandler;
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}
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/**
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* Delete a link graph schedule and its handlers.
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*/
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LinkGraphSchedule::~LinkGraphSchedule()
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{
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this->Clear();
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for (uint i = 0; i < lengthof(this->handlers); ++i) {
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delete this->handlers[i];
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}
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}
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/**
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* Retrieve the link graph schedule or create it if necessary.
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*/
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/* static */ LinkGraphSchedule *LinkGraphSchedule::Instance()
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{
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static LinkGraphSchedule inst;
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return &inst;
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}
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/**
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* Spawn or join a link graph job or compress a link graph if any link graph is
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* due to do so.
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*/
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void OnTick_LinkGraph()
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{
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if (_date_fract != LinkGraphSchedule::SPAWN_JOIN_TICK) return;
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Date offset = _date % _settings_game.linkgraph.recalc_interval;
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if (offset == 0) {
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LinkGraphSchedule::Instance()->SpawnNext();
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} else if (offset == _settings_game.linkgraph.recalc_interval / 2) {
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LinkGraphSchedule::Instance()->JoinNext();
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}
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}
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