1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
|
/*
* 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),
join_date(_date + _settings_game.linkgraph.recalc_time),
job_completed(false),
job_aborted(false)
{
}
/**
* 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 (!StartNewThread(&this->thread, "ottd:linkgraph", &(LinkGraphSchedule::Run), this)) {
/* Of course this will hang a bit.
* On the other hand, if you want to play games which make this hang noticeably
* 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.joinable()) {
this->thread.join();
}
}
/**
* 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;
/* If the job has been aborted, the job state is invalid.
* This should never be reached, as once the job has been marked as aborted
* the only valid job operation is to clear the LinkGraphJob pool. */
assert(!this->IsJobAborted());
/* 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 == nullptr) {
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 == nullptr || 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 != nullptr) {
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(nullptr)
{}
|