OpenTTD-patches/src/linkgraph/linkgraphjob.cpp

280 lines
8.9 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"
#include "../safeguards.h"
/* Initialize the link-graph-job-pool */
LinkGraphJobPool _link_graph_job_pool("LinkGraphJob");
INSTANTIATE_POOL_METHODS(LinkGraphJob)
/**
* Static instance of an invalid path.
* Note: This instance is created on task start.
* Lazy creation on first usage results in a data race between the CDist threads.
*/
/* static */ Path *Path::invalid_path = new Path(INVALID_NODE, true);
/**
* 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)
{}