AyStar: Change types used for hashes and queue

Use robin_hood for the hashes
Store nodes in PodPools
Change BinaryHeap to store node IDs
pull/491/head
Jonathan G Rennison 2 years ago
parent dd1bd270e7
commit d64b52cdaf

@ -35,9 +35,9 @@
*/
PathNode *AyStar::ClosedListIsInList(const AyStarNode *node)
{
const auto result = this->closedlist_hash.find(std::make_pair(node->tile, node->direction));
const auto result = this->closedlist_hash.find(this->HashKey(node->tile, node->direction));
return (result == this->closedlist_hash.end()) ? nullptr : result->second;
return (result == this->closedlist_hash.end()) ? nullptr : this->closedlist_nodes[result->second];
}
/**
@ -48,22 +48,22 @@ PathNode *AyStar::ClosedListIsInList(const AyStarNode *node)
void AyStar::ClosedListAdd(const PathNode *node)
{
/* Add a node to the ClosedList */
const auto new_node = MallocT<PathNode>(1);
*new_node = *node;
std::pair<uint32, PathNode *> new_node = this->closedlist_nodes.Allocate();
*(new_node.second) = *node;
this->closedlist_hash[std::make_pair(node->node.tile, node->node.direction)] = new_node;
this->closedlist_hash[this->HashKey(node->node.tile, node->node.direction)] = new_node.first;
}
/**
* Check whether a node is in the open list.
* @param node Node to search.
* @return If the node is available, it is returned, else \c nullptr is returned.
* @return If the node is available, it is returned, else \c UINT32_MAX is returned.
*/
OpenListNode *AyStar::OpenListIsInList(const AyStarNode *node)
uint32 AyStar::OpenListIsInList(const AyStarNode *node)
{
const auto result = this->openlist_hash.find(std::make_pair(node->tile, node->direction));
const auto result = this->openlist_hash.find(this->HashKey(node->tile, node->direction));
return (result == this->openlist_hash.end()) ? nullptr : result->second;
return (result == this->openlist_hash.end()) ? UINT32_MAX : result->second;
}
/**
@ -71,15 +71,16 @@ OpenListNode *AyStar::OpenListIsInList(const AyStarNode *node)
* It deletes the returned node from the open list.
* @returns the best node available, or \c nullptr of none is found.
*/
OpenListNode *AyStar::OpenListPop()
std::pair<uint32, OpenListNode *> AyStar::OpenListPop()
{
/* Return the item the Queue returns.. the best next OpenList item. */
OpenListNode *res = (OpenListNode*)this->openlist_queue.Pop();
if (res != nullptr) {
this->openlist_hash.erase(std::make_pair(res->path.node.tile, res->path.node.direction));
}
uint32 idx = this->openlist_queue.Pop();
if (idx == UINT32_MAX) return std::pair<uint32, OpenListNode *>(idx, nullptr);
OpenListNode *res = this->openlist_nodes[idx];
this->openlist_hash.erase(this->HashKey(res->path.node.tile, res->path.node.direction));
return res;
return std::make_pair(idx, res);
}
/**
@ -89,14 +90,16 @@ OpenListNode *AyStar::OpenListPop()
void AyStar::OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g)
{
/* Add a new Node to the OpenList */
OpenListNode *new_node = MallocT<OpenListNode>(1);
uint32 idx;
OpenListNode *new_node;
std::tie(idx, new_node) = this->openlist_nodes.Allocate();
new_node->g = g;
new_node->path.parent = parent;
new_node->path.node = *node;
this->openlist_hash[std::make_pair(node->tile, node->direction)] = new_node;
this->openlist_hash[this->HashKey(node->tile, node->direction)] = idx;
/* Add it to the queue */
this->openlist_queue.Push(new_node, f);
this->openlist_queue.Push(idx, f);
}
/**
@ -106,7 +109,6 @@ void AyStar::CheckTile(AyStarNode *current, OpenListNode *parent)
{
int new_f, new_g, new_h;
PathNode *closedlist_parent;
OpenListNode *check;
/* Check the new node against the ClosedList */
if (this->ClosedListIsInList(current) != nullptr) return;
@ -134,22 +136,23 @@ void AyStar::CheckTile(AyStarNode *current, OpenListNode *parent)
closedlist_parent = this->ClosedListIsInList(&parent->path.node);
/* Check if this item is already in the OpenList */
check = this->OpenListIsInList(current);
if (check != nullptr) {
uint i;
uint32 check_idx = this->OpenListIsInList(current);
if (check_idx != UINT32_MAX) {
OpenListNode *check = this->openlist_nodes[check_idx];
/* Yes, check if this g value is lower.. */
if (new_g >= check->g) return;
this->openlist_queue.Delete(check, 0);
this->openlist_queue.Delete(check_idx, 0);
/* It is lower, so change it to this item */
check->g = new_g;
check->path.parent = closedlist_parent;
/* Copy user data, will probably have changed */
for (i = 0; i < lengthof(current->user_data); i++) {
for (uint i = 0; i < lengthof(current->user_data); i++) {
check->path.node.user_data[i] = current->user_data[i];
}
/* Re-add it in the openlist_queue. */
this->openlist_queue.Push(check, new_f);
this->openlist_queue.Push(check_idx, new_f);
} else {
/* A new node, add it to the OpenList */
this->OpenListAdd(closedlist_parent, current, new_f, new_g);
@ -170,7 +173,9 @@ int AyStar::Loop()
int i;
/* Get the best node from OpenList */
OpenListNode *current = this->OpenListPop();
OpenListNode *current;
uint32 current_idx;
std::tie(current_idx, current) = this->OpenListPop();
/* If empty, drop an error */
if (current == nullptr) return AYSTAR_EMPTY_OPENLIST;
@ -179,7 +184,7 @@ int AyStar::Loop()
if (this->FoundEndNode != nullptr) {
this->FoundEndNode(this, current);
}
free(current);
this->openlist_nodes.Free(current_idx, current);
return AYSTAR_FOUND_END_NODE;
}
@ -196,7 +201,7 @@ int AyStar::Loop()
}
/* Free the node */
free(current);
this->openlist_nodes.Free(current_idx, current);
if (this->max_search_nodes != 0 && this->closedlist_hash.size() >= this->max_search_nodes) {
/* We've expanded enough nodes */
@ -212,16 +217,10 @@ int AyStar::Loop()
*/
void AyStar::Free()
{
this->openlist_queue.Free(false);
/* 2nd argument above is false, below is true, to free the values only
* once */
for (const auto& pair : this->openlist_hash) {
free(pair.second);
}
this->openlist_queue.Free();
this->openlist_nodes.Clear();
this->openlist_hash.clear();
for (const auto& pair : this->closedlist_hash) {
free(pair.second);
}
this->closedlist_nodes.Clear();
this->closedlist_hash.clear();
#ifdef AYSTAR_DEBUG
printf("[AyStar] Memory free'd\n");
@ -234,18 +233,14 @@ void AyStar::Free()
*/
void AyStar::Clear()
{
/* Clean the Queue, but not the elements within. That will be done by
* the hash. */
this->openlist_queue.Clear(false);
/* Clean the Queue. */
this->openlist_queue.Clear();
/* Clean the hashes */
for (const auto& pair : this->openlist_hash) {
free(pair.second);
}
this->openlist_nodes.Clear();
this->openlist_hash.clear();
for (const auto& pair : this->closedlist_hash) {
free(pair.second);
}
this->closedlist_nodes.Clear();
this->closedlist_hash.clear();
#ifdef AYSTAR_DEBUG
@ -315,10 +310,6 @@ void AyStar::Init(uint num_buckets)
MemSetT(&neighbours, 0);
MemSetT(&openlist_queue, 0);
/* Allocated the Hash for the OpenList and ClosedList */
this->openlist_hash.reserve(num_buckets);
this->closedlist_hash.reserve(num_buckets);
/* Set up our sorting queue
* BinaryHeap allocates a block of 1024 nodes
* When that one gets full it reserves another one, till this number

@ -17,12 +17,14 @@
#define AYSTAR_H
#include "queue.h"
#include <unordered_map>
#include <memory>
#include "../../tile_type.h"
#include "../../track_type.h"
#include "../../core/pod_pool.hpp"
#include "../../3rdparty/robin_hood/robin_hood.h"
/** Return status of #AyStar methods. */
enum AystarStatus {
AYSTAR_FOUND_END_NODE, ///< An end node was found.
@ -166,13 +168,20 @@ struct AyStar {
void CheckTile(AyStarNode *current, OpenListNode *parent);
protected:
std::unordered_map<std::pair<TileIndex, Trackdir>, PathNode*, PairHash> closedlist_hash;
inline uint32 HashKey(TileIndex tile, Trackdir td) const { return tile | (td << 28); }
PodPool<PathNode*, sizeof(PathNode), 8192> closedlist_nodes;
robin_hood::unordered_flat_map<uint32, uint32> closedlist_hash;
BinaryHeap openlist_queue; ///< The open queue.
std::unordered_map<std::pair<TileIndex, Trackdir>, OpenListNode*, PairHash> openlist_hash;
PodPool<OpenListNode*, sizeof(OpenListNode), 8192> openlist_nodes;
robin_hood::unordered_flat_map<uint32, uint32> openlist_hash;
void OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g);
OpenListNode *OpenListIsInList(const AyStarNode *node);
OpenListNode *OpenListPop();
uint32 OpenListIsInList(const AyStarNode *node);
std::pair<uint32, OpenListNode *> OpenListPop();
void ClosedListAdd(const PathNode *node);
PathNode *ClosedListIsInList(const AyStarNode *node);

@ -25,31 +25,18 @@ const int BinaryHeap::BINARY_HEAP_BLOCKSIZE_MASK = BinaryHeap::BINARY_HEAP_BLOCK
/**
* Clears the queue, by removing all values from it. Its state is
* effectively reset. If free_items is true, each of the items cleared
* in this way are free()'d.
* effectively reset.
*/
void BinaryHeap::Clear(bool free_values)
void BinaryHeap::Clear()
{
/* Free all items if needed and free all but the first blocks of memory */
uint i;
uint j;
for (i = 0; i < this->blocks; i++) {
if (this->elements[i] == nullptr) {
/* No more allocated blocks */
break;
}
/* For every allocated block */
if (free_values) {
for (j = 0; j < (1 << BINARY_HEAP_BLOCKSIZE_BITS); j++) {
/* For every element in the block */
if ((this->size >> BINARY_HEAP_BLOCKSIZE_BITS) == i &&
(this->size & BINARY_HEAP_BLOCKSIZE_MASK) == j) {
break; // We're past the last element
}
free(this->elements[i][j].item);
}
}
if (i != 0) {
/* Leave the first block of memory alone */
free(this->elements[i]);
@ -62,14 +49,13 @@ void BinaryHeap::Clear(bool free_values)
/**
* Frees the queue, by reclaiming all memory allocated by it. After
* this it is no longer usable. If free_items is true, any remaining
* items are free()'d too.
* this it is no longer usable.
*/
void BinaryHeap::Free(bool free_values)
void BinaryHeap::Free()
{
uint i;
this->Clear(free_values);
this->Clear();
for (i = 0; i < this->blocks; i++) {
if (this->elements[i] == nullptr) break;
free(this->elements[i]);
@ -81,7 +67,7 @@ void BinaryHeap::Free(bool free_values)
* Pushes an element into the queue, at the appropriate place for the queue.
* Requires the queue pointer to be of an appropriate type, of course.
*/
bool BinaryHeap::Push(void *item, int priority)
bool BinaryHeap::Push(uint32 item, int priority)
{
if (this->size == this->max_size) return false;
dbg_assert(this->size < this->max_size);
@ -130,7 +116,7 @@ bool BinaryHeap::Push(void *item, int priority)
* known, which speeds up the deleting for some queue's. Should be -1
* if not known.
*/
bool BinaryHeap::Delete(void *item, int priority)
bool BinaryHeap::Delete(uint32 item, int priority)
{
uint i = 0;
@ -189,14 +175,12 @@ bool BinaryHeap::Delete(void *item, int priority)
* Pops the first element from the queue. What exactly is the first element,
* is defined by the exact type of queue.
*/
void *BinaryHeap::Pop()
uint32 BinaryHeap::Pop()
{
void *result;
if (this->size == 0) return nullptr;
if (this->size == 0) return UINT32_MAX;
/* The best item is always on top, so give that as result */
result = this->GetElement(1).item;
uint32 result = this->GetElement(1).item;
/* And now we should get rid of this item... */
this->Delete(this->GetElement(1).item, this->GetElement(1).priority);

@ -14,7 +14,7 @@
struct BinaryHeapNode {
void *item;
uint32 item;
int priority;
};
@ -30,11 +30,11 @@ struct BinaryHeap {
void Init(uint max_size);
bool Push(void *item, int priority);
void *Pop();
bool Delete(void *item, int priority);
void Clear(bool free_values);
void Free(bool free_values);
bool Push(uint32 item, int priority);
uint32 Pop();
bool Delete(uint32 item, int priority);
void Clear();
void Free();
/**
* Get an element from the #elements.

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