
Savegame format change for link graph jobs. Change link graph scheduler to support more than one operation per day, on _date_fract ticks other than SPAWN_JOIN_TICK.
231 lines
7.3 KiB
C++
231 lines
7.3 KiB
C++
/* $Id$ */
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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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#include "demands.h"
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#include "mcf.h"
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#include "flowmapper.h"
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#include "../command_func.h"
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#include "../safeguards.h"
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/**
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* Static instance of LinkGraphSchedule.
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* Note: This instance is created on task start.
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* Lazy creation on first usage results in a data race between the CDist threads.
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*/
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/* static */ LinkGraphSchedule LinkGraphSchedule::instance;
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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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LinkGraph *first = next;
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while (next->Size() < 2) {
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this->schedule.splice(this->schedule.end(), this->schedule, this->schedule.begin());
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next = this->schedule.front();
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if (next == first) return;
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}
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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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job->SpawnThread();
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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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bool LinkGraphSchedule::IsJoinWithUnfinishedJobDue() const
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{
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for (JobList::const_iterator it = this->running.begin(); it != this->running.end(); ++it) {
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if (!((*it)->IsFinished(1))) {
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/* job is not due to be joined yet */
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return false;
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}
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if (!((*it)->IsJobCompleted())) {
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/* job is due to be joined, but is not completed */
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return true;
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}
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}
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return false;
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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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while (!(this->running.empty())) {
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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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delete next; // implicitly joins the thread
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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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/**
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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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for (uint i = 0; i < lengthof(instance.handlers); ++i) {
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instance.handlers[i]->Run(*job);
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}
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/*
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* Note that this it not guaranteed to be an atomic write and there are no memory barriers or other protections.
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* Readers of this variable in another thread may see an out of date value.
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* However this is OK as this will only happen just as a job is completing, and the real synchronisation is provided
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* by the thread join operation. In the worst case the main thread will be paused for longer than strictly necessary before
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* joining.
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* This is just a hint variable to avoid performing the join excessively early and blocking the main thread.
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*/
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#if defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 7))
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__atomic_store_n(&(job->job_completed), true, __ATOMIC_RELAXED);
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#else
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job->job_completed = true;
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#endif
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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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(*i)->SpawnThread();
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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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for (JobList::iterator i(instance.running.begin()); i != instance.running.end(); ++i) {
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(*i)->JoinThread();
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}
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instance.running.clear();
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instance.schedule.clear();
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}
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/**
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* Shift all dates (join dates and edge annotations) of link graphs and link
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* graph jobs by the number of days given.
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* @param interval Number of days to be added or subtracted.
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*/
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void LinkGraphSchedule::ShiftDates(int interval)
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{
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LinkGraph *lg;
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FOR_ALL_LINK_GRAPHS(lg) lg->ShiftDates(interval);
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LinkGraphJob *lgj;
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FOR_ALL_LINK_GRAPH_JOBS(lgj) lgj->ShiftJoinDate(interval);
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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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this->handlers[1] = new DemandHandler;
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this->handlers[2] = new MCFHandler<MCF1stPass>;
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this->handlers[3] = new FlowMapper(false);
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this->handlers[4] = new MCFHandler<MCF2ndPass>;
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this->handlers[5] = new FlowMapper(true);
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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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* Pause the game if on the next _date_fract tick, we would do a join with the next
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* link graph job, but it is still running.
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* If we previous paused, unpause if the job is now ready to be joined with
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*/
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void StateGameLoop_LinkGraphPauseControl()
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{
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if (_pause_mode & PM_PAUSED_LINK_GRAPH) {
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/* We are paused waiting on a job, check the job every tick */
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if (!LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
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DoCommandP(0, PM_PAUSED_LINK_GRAPH, 0, CMD_PAUSE);
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}
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} else if (_pause_mode == PM_UNPAUSED && _tick_skip_counter == 0) {
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if (!_settings_game.linkgraph.recalc_not_scaled_by_daylength || _settings_game.economy.day_length_factor == 1) {
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if (_date_fract != LinkGraphSchedule::SPAWN_JOIN_TICK - 1) return;
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if (_date % _settings_game.linkgraph.recalc_interval != _settings_game.linkgraph.recalc_interval / 2) return;
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} else {
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int date_ticks = ((_date * DAY_TICKS) + _date_fract - (LinkGraphSchedule::SPAWN_JOIN_TICK - 1));
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int interval = (_settings_game.linkgraph.recalc_interval * DAY_TICKS / _settings_game.economy.day_length_factor);
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if (date_ticks % interval != interval / 2) return;
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}
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/* perform check one _date_fract tick before we would join */
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if (LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
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DoCommandP(0, PM_PAUSED_LINK_GRAPH, 1, CMD_PAUSE);
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}
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}
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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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int offset;
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int interval;
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if (!_settings_game.linkgraph.recalc_not_scaled_by_daylength || _settings_game.economy.day_length_factor == 1) {
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if (_date_fract != LinkGraphSchedule::SPAWN_JOIN_TICK) return;
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interval = _settings_game.linkgraph.recalc_interval;
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offset = _date % interval;
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} else {
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interval = (_settings_game.linkgraph.recalc_interval * DAY_TICKS / _settings_game.economy.day_length_factor);
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offset = ((_date * DAY_TICKS) + _date_fract - LinkGraphSchedule::SPAWN_JOIN_TICK) % interval;
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}
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if (offset == 0) {
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LinkGraphSchedule::instance.SpawnNext();
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} else if (offset == interval / 2) {
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LinkGraphSchedule::instance.JoinNext();
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}
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}
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