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