271 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			271 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* $Id$ */
 | |
| 
 | |
| /*
 | |
|  * This file is part of OpenTTD.
 | |
|  * 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.
 | |
|  * 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.
 | |
|  * 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/>.
 | |
|  */
 | |
| 
 | |
| /** @file linkgraphjob.cpp Definition of link graph job classes used for cargo distribution. */
 | |
| 
 | |
| #include "../stdafx.h"
 | |
| #include "../core/pool_func.hpp"
 | |
| #include "../window_func.h"
 | |
| #include "linkgraphjob.h"
 | |
| #include "linkgraphschedule.h"
 | |
| 
 | |
| /* Initialize the link-graph-job-pool */
 | |
| LinkGraphJobPool _link_graph_job_pool("LinkGraphJob");
 | |
| INSTANTIATE_POOL_METHODS(LinkGraphJob)
 | |
| 
 | |
| /**
 | |
|  * Create a link graph job from a link graph. The link graph will be copied so
 | |
|  * that the calculations don't interfer with the normal operations on the
 | |
|  * original. The job is immediately started.
 | |
|  * @param orig Original LinkGraph to be copied.
 | |
|  */
 | |
| LinkGraphJob::LinkGraphJob(const LinkGraph &orig) :
 | |
| 		/* Copying the link graph here also copies its index member.
 | |
| 		 * This is on purpose. */
 | |
| 		link_graph(orig),
 | |
| 		settings(_settings_game.linkgraph),
 | |
| 		thread(NULL),
 | |
| 		join_date(_date + _settings_game.linkgraph.recalc_time)
 | |
| {
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Erase all flows originating at a specific node.
 | |
|  * @param from Node to erase flows for.
 | |
|  */
 | |
| void LinkGraphJob::EraseFlows(NodeID from)
 | |
| {
 | |
| 	for (NodeID node_id = 0; node_id < this->Size(); ++node_id) {
 | |
| 		(*this)[node_id].Flows().erase(from);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Spawn a thread if possible and run the link graph job in the thread. If
 | |
|  * that's not possible run the job right now in the current thread.
 | |
|  */
 | |
| void LinkGraphJob::SpawnThread()
 | |
| {
 | |
| 	if (!ThreadObject::New(&(LinkGraphSchedule::Run), this, &this->thread)) {
 | |
| 		this->thread = NULL;
 | |
| 		/* Of course this will hang a bit.
 | |
| 		 * On the other hand, if you want to play games which make this hang noticably
 | |
| 		 * on a platform without threads then you'll probably get other problems first.
 | |
| 		 * OK:
 | |
| 		 * If someone comes and tells me that this hangs for him/her, I'll implement a
 | |
| 		 * smaller grained "Step" method for all handlers and add some more ticks where
 | |
| 		 * "Step" is called. No problem in principle. */
 | |
| 		LinkGraphSchedule::Run(this);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Join the calling thread with this job's thread if threading is enabled.
 | |
|  */
 | |
| void LinkGraphJob::JoinThread()
 | |
| {
 | |
| 	if (this->thread != NULL) {
 | |
| 		this->thread->Join();
 | |
| 		delete this->thread;
 | |
| 		this->thread = NULL;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Join the link graph job and destroy it.
 | |
|  */
 | |
| LinkGraphJob::~LinkGraphJob()
 | |
| {
 | |
| 	this->JoinThread();
 | |
| 
 | |
| 	/* Don't update stuff from other pools, when everything is being removed.
 | |
| 	 * Accessing other pools may be invalid. */
 | |
| 	if (CleaningPool()) return;
 | |
| 
 | |
| 	/* Link graph has been merged into another one. */
 | |
| 	if (!LinkGraph::IsValidID(this->link_graph.index)) return;
 | |
| 
 | |
| 	uint size = this->Size();
 | |
| 	for (NodeID node_id = 0; node_id < size; ++node_id) {
 | |
| 		Node from = (*this)[node_id];
 | |
| 
 | |
| 		/* The station can have been deleted. Remove all flows originating from it then. */
 | |
| 		Station *st = Station::GetIfValid(from.Station());
 | |
| 		if (st == NULL) {
 | |
| 			this->EraseFlows(node_id);
 | |
| 			continue;
 | |
| 		}
 | |
| 
 | |
| 		/* Link graph merging and station deletion may change around IDs. Make
 | |
| 		 * sure that everything is still consistent or ignore it otherwise. */
 | |
| 		GoodsEntry &ge = st->goods[this->Cargo()];
 | |
| 		if (ge.link_graph != this->link_graph.index || ge.node != node_id) {
 | |
| 			this->EraseFlows(node_id);
 | |
| 			continue;
 | |
| 		}
 | |
| 
 | |
| 		LinkGraph *lg = LinkGraph::Get(ge.link_graph);
 | |
| 		FlowStatMap &flows = from.Flows();
 | |
| 
 | |
| 		for (EdgeIterator it(from.Begin()); it != from.End(); ++it) {
 | |
| 			if (from[it->first].Flow() == 0) continue;
 | |
| 			StationID to = (*this)[it->first].Station();
 | |
| 			Station *st2 = Station::GetIfValid(to);
 | |
| 			if (st2 == NULL || st2->goods[this->Cargo()].link_graph != this->link_graph.index ||
 | |
| 					st2->goods[this->Cargo()].node != it->first ||
 | |
| 					(*lg)[node_id][it->first].LastUpdate() == INVALID_DATE) {
 | |
| 				/* Edge has been removed. Delete flows. */
 | |
| 				StationIDStack erased = flows.DeleteFlows(to);
 | |
| 				/* Delete old flows for source stations which have been deleted
 | |
| 				 * from the new flows. This avoids flow cycles between old and
 | |
| 				 * new flows. */
 | |
| 				while (!erased.IsEmpty()) ge.flows.erase(erased.Pop());
 | |
| 			} else if ((*lg)[node_id][it->first].LastUnrestrictedUpdate() == INVALID_DATE) {
 | |
| 				/* Edge is fully restricted. */
 | |
| 				flows.RestrictFlows(to);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		/* Swap shares and invalidate ones that are completely deleted. Don't
 | |
| 		 * really delete them as we could then end up with unroutable cargo
 | |
| 		 * somewhere. Do delete them and also reroute relevant cargo if
 | |
| 		 * automatic distribution has been turned off for that cargo. */
 | |
| 		for (FlowStatMap::iterator it(ge.flows.begin()); it != ge.flows.end();) {
 | |
| 			FlowStatMap::iterator new_it = flows.find(it->first);
 | |
| 			if (new_it == flows.end()) {
 | |
| 				if (_settings_game.linkgraph.GetDistributionType(this->Cargo()) != DT_MANUAL) {
 | |
| 					it->second.Invalidate();
 | |
| 					++it;
 | |
| 				} else {
 | |
| 					FlowStat shares(INVALID_STATION, 1);
 | |
| 					it->second.SwapShares(shares);
 | |
| 					ge.flows.erase(it++);
 | |
| 					for (FlowStat::SharesMap::const_iterator shares_it(shares.GetShares()->begin());
 | |
| 							shares_it != shares.GetShares()->end(); ++shares_it) {
 | |
| 						RerouteCargo(st, this->Cargo(), shares_it->second, st->index);
 | |
| 					}
 | |
| 				}
 | |
| 			} else {
 | |
| 				it->second.SwapShares(new_it->second);
 | |
| 				flows.erase(new_it);
 | |
| 				++it;
 | |
| 			}
 | |
| 		}
 | |
| 		ge.flows.insert(flows.begin(), flows.end());
 | |
| 		InvalidateWindowData(WC_STATION_VIEW, st->index, this->Cargo());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Initialize the link graph job: Resize nodes and edges and populate them.
 | |
|  * This is done after the constructor so that we can do it in the calculation
 | |
|  * thread without delaying the main game.
 | |
|  */
 | |
| void LinkGraphJob::Init()
 | |
| {
 | |
| 	uint size = this->Size();
 | |
| 	this->nodes.Resize(size);
 | |
| 	this->edges.Resize(size, size);
 | |
| 	for (uint i = 0; i < size; ++i) {
 | |
| 		this->nodes[i].Init(this->link_graph[i].Supply());
 | |
| 		EdgeAnnotation *node_edges = this->edges[i];
 | |
| 		for (uint j = 0; j < size; ++j) {
 | |
| 			node_edges[j].Init();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Initialize a linkgraph job edge.
 | |
|  */
 | |
| void LinkGraphJob::EdgeAnnotation::Init()
 | |
| {
 | |
| 	this->demand = 0;
 | |
| 	this->flow = 0;
 | |
| 	this->unsatisfied_demand = 0;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Initialize a Linkgraph job node. The underlying memory is expected to be
 | |
|  * freshly allocated, without any constructors having been called.
 | |
|  * @param supply Initial undelivered supply.
 | |
|  */
 | |
| void LinkGraphJob::NodeAnnotation::Init(uint supply)
 | |
| {
 | |
| 	this->undelivered_supply = supply;
 | |
| 	new (&this->flows) FlowStatMap;
 | |
| 	new (&this->paths) PathList;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Add this path as a new child to the given base path, thus making this path
 | |
|  * a "fork" of the base path.
 | |
|  * @param base Path to fork from.
 | |
|  * @param cap Maximum capacity of the new leg.
 | |
|  * @param free_cap Remaining free capacity of the new leg.
 | |
|  * @param dist Distance of the new leg.
 | |
|  */
 | |
| void Path::Fork(Path *base, uint cap, int free_cap, uint dist)
 | |
| {
 | |
| 	this->capacity = min(base->capacity, cap);
 | |
| 	this->free_capacity = min(base->free_capacity, free_cap);
 | |
| 	this->distance = base->distance + dist;
 | |
| 	assert(this->distance > 0);
 | |
| 	if (this->parent != base) {
 | |
| 		this->Detach();
 | |
| 		this->parent = base;
 | |
| 		this->parent->num_children++;
 | |
| 	}
 | |
| 	this->origin = base->origin;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Push some flow along a path and register the path in the nodes it passes if
 | |
|  * successful.
 | |
|  * @param new_flow Amount of flow to push.
 | |
|  * @param job Link graph job this node belongs to.
 | |
|  * @param max_saturation Maximum saturation of edges.
 | |
|  * @return Amount of flow actually pushed.
 | |
|  */
 | |
| uint Path::AddFlow(uint new_flow, LinkGraphJob &job, uint max_saturation)
 | |
| {
 | |
| 	if (this->parent != NULL) {
 | |
| 		LinkGraphJob::Edge edge = job[this->parent->node][this->node];
 | |
| 		if (max_saturation != UINT_MAX) {
 | |
| 			uint usable_cap = edge.Capacity() * max_saturation / 100;
 | |
| 			if (usable_cap > edge.Flow()) {
 | |
| 				new_flow = min(new_flow, usable_cap - edge.Flow());
 | |
| 			} else {
 | |
| 				return 0;
 | |
| 			}
 | |
| 		}
 | |
| 		new_flow = this->parent->AddFlow(new_flow, job, max_saturation);
 | |
| 		if (this->flow == 0 && new_flow > 0) {
 | |
| 			job[this->parent->node].Paths().push_front(this);
 | |
| 		}
 | |
| 		edge.AddFlow(new_flow);
 | |
| 	}
 | |
| 	this->flow += new_flow;
 | |
| 	return new_flow;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Create a leg of a path in the link graph.
 | |
|  * @param n Id of the link graph node this path passes.
 | |
|  * @param source If true, this is the first leg of the path.
 | |
|  */
 | |
| Path::Path(NodeID n, bool source) :
 | |
| 	distance(source ? 0 : UINT_MAX),
 | |
| 	capacity(source ? UINT_MAX : 0),
 | |
| 	free_capacity(source ? INT_MAX : INT_MIN),
 | |
| 	flow(0), node(n), origin(source ? n : INVALID_NODE),
 | |
| 	num_children(0), parent(NULL)
 | |
| {}
 | |
| 
 | 
