2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
8 /** @file linkgraphjob.cpp Definition of link graph job classes used for cargo distribution. */
10 #include "../stdafx.h"
11 #include "../core/pool_func.hpp"
12 #include "../window_func.h"
13 #include "linkgraphjob.h"
14 #include "linkgraphschedule.h"
16 #include "../safeguards.h"
18 /* Initialize the link-graph-job-pool */
19 LinkGraphJobPool
_link_graph_job_pool("LinkGraphJob");
20 INSTANTIATE_POOL_METHODS(LinkGraphJob
)
23 * Static instance of an invalid path.
24 * Note: This instance is created on task start.
25 * Lazy creation on first usage results in a data race between the CDist threads.
27 /* static */ Path
*Path::invalid_path
= new Path(INVALID_NODE
, true);
30 * Create a link graph job from a link graph. The link graph will be copied so
31 * that the calculations don't interfer with the normal operations on the
32 * original. The job is immediately started.
33 * @param orig Original LinkGraph to be copied.
35 LinkGraphJob::LinkGraphJob(const LinkGraph
&orig
) :
36 /* Copying the link graph here also copies its index member.
37 * This is on purpose. */
39 settings(_settings_game
.linkgraph
),
40 join_date(_date
+ _settings_game
.linkgraph
.recalc_time
),
47 * Erase all flows originating at a specific node.
48 * @param from Node to erase flows for.
50 void LinkGraphJob::EraseFlows(NodeID from
)
52 for (NodeID node_id
= 0; node_id
< this->Size(); ++node_id
) {
53 (*this)[node_id
].Flows().erase(from
);
58 * Spawn a thread if possible and run the link graph job in the thread. If
59 * that's not possible run the job right now in the current thread.
61 void LinkGraphJob::SpawnThread()
63 if (!StartNewThread(&this->thread
, "ottd:linkgraph", &(LinkGraphSchedule::Run
), this)) {
64 /* Of course this will hang a bit.
65 * On the other hand, if you want to play games which make this hang noticeably
66 * on a platform without threads then you'll probably get other problems first.
68 * If someone comes and tells me that this hangs for them, I'll implement a
69 * smaller grained "Step" method for all handlers and add some more ticks where
70 * "Step" is called. No problem in principle. */
71 LinkGraphSchedule::Run(this);
76 * Join the calling thread with this job's thread if threading is enabled.
78 void LinkGraphJob::JoinThread()
80 if (this->thread
.joinable()) {
86 * Join the link graph job and destroy it.
88 LinkGraphJob::~LinkGraphJob()
92 /* Don't update stuff from other pools, when everything is being removed.
93 * Accessing other pools may be invalid. */
94 if (CleaningPool()) return;
96 /* If the job has been aborted, the job state is invalid.
97 * This should never be reached, as once the job has been marked as aborted
98 * the only valid job operation is to clear the LinkGraphJob pool. */
99 assert(!this->IsJobAborted());
101 /* Link graph has been merged into another one. */
102 if (!LinkGraph::IsValidID(this->link_graph
.index
)) return;
104 uint16 size
= this->Size();
105 for (NodeID node_id
= 0; node_id
< size
; ++node_id
) {
106 Node from
= (*this)[node_id
];
108 /* The station can have been deleted. Remove all flows originating from it then. */
109 Station
*st
= Station::GetIfValid(from
.Station());
111 this->EraseFlows(node_id
);
115 /* Link graph merging and station deletion may change around IDs. Make
116 * sure that everything is still consistent or ignore it otherwise. */
117 GoodsEntry
&ge
= st
->goods
[this->Cargo()];
118 if (ge
.link_graph
!= this->link_graph
.index
|| ge
.node
!= node_id
) {
119 this->EraseFlows(node_id
);
123 LinkGraph
*lg
= LinkGraph::Get(ge
.link_graph
);
124 FlowStatMap
&flows
= from
.Flows();
126 for (EdgeIterator
it(from
.Begin()); it
!= from
.End(); ++it
) {
127 if (from
[it
->first
].Flow() == 0) continue;
128 StationID to
= (*this)[it
->first
].Station();
129 Station
*st2
= Station::GetIfValid(to
);
130 if (st2
== nullptr || st2
->goods
[this->Cargo()].link_graph
!= this->link_graph
.index
||
131 st2
->goods
[this->Cargo()].node
!= it
->first
||
132 (*lg
)[node_id
][it
->first
].LastUpdate() == INVALID_DATE
) {
133 /* Edge has been removed. Delete flows. */
134 StationIDStack erased
= flows
.DeleteFlows(to
);
135 /* Delete old flows for source stations which have been deleted
136 * from the new flows. This avoids flow cycles between old and
138 while (!erased
.IsEmpty()) ge
.flows
.erase(erased
.Pop());
139 } else if ((*lg
)[node_id
][it
->first
].LastUnrestrictedUpdate() == INVALID_DATE
) {
140 /* Edge is fully restricted. */
141 flows
.RestrictFlows(to
);
145 /* Swap shares and invalidate ones that are completely deleted. Don't
146 * really delete them as we could then end up with unroutable cargo
147 * somewhere. Do delete them and also reroute relevant cargo if
148 * automatic distribution has been turned off for that cargo. */
149 for (FlowStatMap::iterator
it(ge
.flows
.begin()); it
!= ge
.flows
.end();) {
150 FlowStatMap::iterator new_it
= flows
.find(it
->first
);
151 if (new_it
== flows
.end()) {
152 if (_settings_game
.linkgraph
.GetDistributionType(this->Cargo()) != DT_MANUAL
) {
153 it
->second
.Invalidate();
156 FlowStat
shares(INVALID_STATION
, 1);
157 it
->second
.SwapShares(shares
);
158 ge
.flows
.erase(it
++);
159 for (FlowStat::SharesMap::const_iterator
shares_it(shares
.GetShares()->begin());
160 shares_it
!= shares
.GetShares()->end(); ++shares_it
) {
161 RerouteCargo(st
, this->Cargo(), shares_it
->second
, st
->index
);
165 it
->second
.SwapShares(new_it
->second
);
170 ge
.flows
.insert(flows
.begin(), flows
.end());
171 InvalidateWindowData(WC_STATION_VIEW
, st
->index
, this->Cargo());
176 * Initialize the link graph job: Resize nodes and edges and populate them.
177 * This is done after the constructor so that we can do it in the calculation
178 * thread without delaying the main game.
180 void LinkGraphJob::Init()
182 uint size
= this->Size();
183 this->nodes
.resize(size
);
184 this->edges
.Resize(size
, size
);
185 for (uint i
= 0; i
< size
; ++i
) {
186 this->nodes
[i
].Init(this->link_graph
[i
].Supply());
187 EdgeAnnotation
*node_edges
= this->edges
[i
];
188 for (uint j
= 0; j
< size
; ++j
) {
189 node_edges
[j
].Init();
195 * Initialize a linkgraph job edge.
197 void LinkGraphJob::EdgeAnnotation::Init()
201 this->unsatisfied_demand
= 0;
205 * Initialize a Linkgraph job node. The underlying memory is expected to be
206 * freshly allocated, without any constructors having been called.
207 * @param supply Initial undelivered supply.
209 void LinkGraphJob::NodeAnnotation::Init(uint supply
)
211 this->undelivered_supply
= supply
;
212 new (&this->flows
) FlowStatMap
;
213 new (&this->paths
) PathList
;
217 * Add this path as a new child to the given base path, thus making this path
218 * a "fork" of the base path.
219 * @param base Path to fork from.
220 * @param cap Maximum capacity of the new leg.
221 * @param free_cap Remaining free capacity of the new leg.
222 * @param dist Distance of the new leg.
224 void Path::Fork(Path
*base
, uint cap
, int free_cap
, uint dist
)
226 this->capacity
= std::min(base
->capacity
, cap
);
227 this->free_capacity
= std::min(base
->free_capacity
, free_cap
);
228 this->distance
= base
->distance
+ dist
;
229 assert(this->distance
> 0);
230 if (this->parent
!= base
) {
233 this->parent
->num_children
++;
235 this->origin
= base
->origin
;
239 * Push some flow along a path and register the path in the nodes it passes if
241 * @param new_flow Amount of flow to push.
242 * @param job Link graph job this node belongs to.
243 * @param max_saturation Maximum saturation of edges.
244 * @return Amount of flow actually pushed.
246 uint
Path::AddFlow(uint new_flow
, LinkGraphJob
&job
, uint max_saturation
)
248 if (this->parent
!= nullptr) {
249 LinkGraphJob::Edge edge
= job
[this->parent
->node
][this->node
];
250 if (max_saturation
!= UINT_MAX
) {
251 uint usable_cap
= edge
.Capacity() * max_saturation
/ 100;
252 if (usable_cap
> edge
.Flow()) {
253 new_flow
= std::min(new_flow
, usable_cap
- edge
.Flow());
258 new_flow
= this->parent
->AddFlow(new_flow
, job
, max_saturation
);
259 if (this->flow
== 0 && new_flow
> 0) {
260 job
[this->parent
->node
].Paths().push_front(this);
262 edge
.AddFlow(new_flow
);
264 this->flow
+= new_flow
;
269 * Create a leg of a path in the link graph.
270 * @param n Id of the link graph node this path passes.
271 * @param source If true, this is the first leg of the path.
273 Path::Path(NodeID n
, bool source
) :
274 distance(source
? 0 : UINT_MAX
),
275 capacity(source
? UINT_MAX
: 0),
276 free_capacity(source
? INT_MAX
: INT_MIN
),
277 flow(0), node(n
), origin(source
? n
: INVALID_NODE
),
278 num_children(0), parent(nullptr)