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-rw-r--r--src/linkgraph/linkgraphjob.cpp185
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diff --git a/src/linkgraph/linkgraphjob.cpp b/src/linkgraph/linkgraphjob.cpp
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+/* $Id$ */
+
+/*
+ * 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"
+
+/* 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)
+{
+}
+
+/**
+ * Join the link graph job and destroy it.
+ */
+LinkGraphJob::~LinkGraphJob()
+{
+ assert(this->thread == NULL);
+
+ /* 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. */
+ Station *st = Station::GetIfValid(from.Station());
+ if (st == NULL) 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) 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. */
+ flows.DeleteFlows(to);
+ }
+ }
+
+ ge.flows.swap(flows);
+ 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_back(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(0),
+ free_capacity(source ? INT_MAX : INT_MIN),
+ flow(0), node(n), origin(source ? n : INVALID_NODE),
+ num_children(0), parent(NULL)
+{}
+