4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file linkgraphjob.cpp Definition of link graph job classes used for cargo distribution. */
12 #include "../stdafx.h"
13 #include "../core/pool_func.hpp"
14 #include "../window_func.h"
15 #include "linkgraphjob.h"
16 #include "linkgraphschedule.h"
18 #include "../safeguards.h"
20 /* Initialize the link-graph-job-pool */
21 LinkGraphJobPool
_link_graph_job_pool("LinkGraphJob");
22 INSTANTIATE_POOL_METHODS(LinkGraphJob
)
25 * Static instance of an invalid path.
26 * Note: This instance is created on task start.
27 * Lazy creation on first usage results in a data race between the CDist threads.
29 /* static */ Path
*Path::invalid_path
= new Path(INVALID_NODE
, true);
32 * Create a link graph job from a link graph. The link graph will be copied so
33 * that the calculations don't interfer with the normal operations on the
34 * original. The job is immediately started.
35 * @param orig Original LinkGraph to be copied.
37 LinkGraphJob::LinkGraphJob(const LinkGraph
&orig
) :
38 /* Copying the link graph here also copies its index member.
39 * This is on purpose. */
41 settings(_settings_game
.linkgraph
),
43 join_date(_date
+ _settings_game
.linkgraph
.recalc_time
)
48 * Erase all flows originating at a specific node.
49 * @param from Node to erase flows for.
51 void LinkGraphJob::EraseFlows(NodeID from
)
53 for (NodeID node_id
= 0; node_id
< this->Size(); ++node_id
) {
54 (*this)[node_id
].Flows().erase(from
);
59 * Spawn a thread if possible and run the link graph job in the thread. If
60 * that's not possible run the job right now in the current thread.
62 void LinkGraphJob::SpawnThread()
64 if (!ThreadObject::New(&(LinkGraphSchedule::Run
), this, &this->thread
, "ottd:linkgraph")) {
66 /* Of course this will hang a bit.
67 * On the other hand, if you want to play games which make this hang noticably
68 * on a platform without threads then you'll probably get other problems first.
70 * If someone comes and tells me that this hangs for him/her, I'll implement a
71 * smaller grained "Step" method for all handlers and add some more ticks where
72 * "Step" is called. No problem in principle. */
73 LinkGraphSchedule::Run(this);
78 * Join the calling thread with this job's thread if threading is enabled.
80 void LinkGraphJob::JoinThread()
82 if (this->thread
!= NULL
) {
90 * Join the link graph job and destroy it.
92 LinkGraphJob::~LinkGraphJob()
96 /* Don't update stuff from other pools, when everything is being removed.
97 * Accessing other pools may be invalid. */
98 if (CleaningPool()) return;
100 /* Link graph has been merged into another one. */
101 if (!LinkGraph::IsValidID(this->link_graph
.index
)) return;
103 uint size
= this->Size();
104 for (NodeID node_id
= 0; node_id
< size
; ++node_id
) {
105 Node from
= (*this)[node_id
];
107 /* The station can have been deleted. Remove all flows originating from it then. */
108 Station
*st
= Station::GetIfValid(from
.Station());
110 this->EraseFlows(node_id
);
114 /* Link graph merging and station deletion may change around IDs. Make
115 * sure that everything is still consistent or ignore it otherwise. */
116 GoodsEntry
&ge
= st
->goods
[this->Cargo()];
117 if (ge
.link_graph
!= this->link_graph
.index
|| ge
.node
!= node_id
) {
118 this->EraseFlows(node_id
);
122 LinkGraph
*lg
= LinkGraph::Get(ge
.link_graph
);
123 FlowStatMap
&flows
= from
.Flows();
125 for (EdgeIterator
it(from
.Begin()); it
!= from
.End(); ++it
) {
126 if (from
[it
->first
].Flow() == 0) continue;
127 StationID to
= (*this)[it
->first
].Station();
128 Station
*st2
= Station::GetIfValid(to
);
129 if (st2
== NULL
|| st2
->goods
[this->Cargo()].link_graph
!= this->link_graph
.index
||
130 st2
->goods
[this->Cargo()].node
!= it
->first
||
131 (*lg
)[node_id
][it
->first
].LastUpdate() == INVALID_DATE
) {
132 /* Edge has been removed. Delete flows. */
133 StationIDStack erased
= flows
.DeleteFlows(to
);
134 /* Delete old flows for source stations which have been deleted
135 * from the new flows. This avoids flow cycles between old and
137 while (!erased
.IsEmpty()) ge
.flows
.erase(erased
.Pop());
138 } else if ((*lg
)[node_id
][it
->first
].LastUnrestrictedUpdate() == INVALID_DATE
) {
139 /* Edge is fully restricted. */
140 flows
.RestrictFlows(to
);
144 /* Swap shares and invalidate ones that are completely deleted. Don't
145 * really delete them as we could then end up with unroutable cargo
146 * somewhere. Do delete them and also reroute relevant cargo if
147 * automatic distribution has been turned off for that cargo. */
148 for (FlowStatMap::iterator
it(ge
.flows
.begin()); it
!= ge
.flows
.end();) {
149 FlowStatMap::iterator new_it
= flows
.find(it
->first
);
150 if (new_it
== flows
.end()) {
151 if (_settings_game
.linkgraph
.GetDistributionType(this->Cargo()) != DT_MANUAL
) {
152 it
->second
.Invalidate();
155 FlowStat
shares(INVALID_STATION
, 1);
156 it
->second
.SwapShares(shares
);
157 ge
.flows
.erase(it
++);
158 for (FlowStat::SharesMap::const_iterator
shares_it(shares
.GetShares()->begin());
159 shares_it
!= shares
.GetShares()->end(); ++shares_it
) {
160 RerouteCargo(st
, this->Cargo(), shares_it
->second
, st
->index
);
164 it
->second
.SwapShares(new_it
->second
);
169 ge
.flows
.insert(flows
.begin(), flows
.end());
170 InvalidateWindowData(WC_STATION_VIEW
, st
->index
, this->Cargo());
175 * Initialize the link graph job: Resize nodes and edges and populate them.
176 * This is done after the constructor so that we can do it in the calculation
177 * thread without delaying the main game.
179 void LinkGraphJob::Init()
181 uint size
= this->Size();
182 this->nodes
.Resize(size
);
183 this->edges
.Resize(size
, size
);
184 for (uint i
= 0; i
< size
; ++i
) {
185 this->nodes
[i
].Init(this->link_graph
[i
].Supply());
186 EdgeAnnotation
*node_edges
= this->edges
[i
];
187 for (uint j
= 0; j
< size
; ++j
) {
188 node_edges
[j
].Init();
194 * Initialize a linkgraph job edge.
196 void LinkGraphJob::EdgeAnnotation::Init()
200 this->unsatisfied_demand
= 0;
204 * Initialize a Linkgraph job node. The underlying memory is expected to be
205 * freshly allocated, without any constructors having been called.
206 * @param supply Initial undelivered supply.
208 void LinkGraphJob::NodeAnnotation::Init(uint supply
)
210 this->undelivered_supply
= supply
;
211 new (&this->flows
) FlowStatMap
;
212 new (&this->paths
) PathList
;
216 * Add this path as a new child to the given base path, thus making this path
217 * a "fork" of the base path.
218 * @param base Path to fork from.
219 * @param cap Maximum capacity of the new leg.
220 * @param free_cap Remaining free capacity of the new leg.
221 * @param dist Distance of the new leg.
223 void Path::Fork(Path
*base
, uint cap
, int free_cap
, uint dist
)
225 this->capacity
= min(base
->capacity
, cap
);
226 this->free_capacity
= min(base
->free_capacity
, free_cap
);
227 this->distance
= base
->distance
+ dist
;
228 assert(this->distance
> 0);
229 if (this->parent
!= base
) {
232 this->parent
->num_children
++;
234 this->origin
= base
->origin
;
238 * Push some flow along a path and register the path in the nodes it passes if
240 * @param new_flow Amount of flow to push.
241 * @param job Link graph job this node belongs to.
242 * @param max_saturation Maximum saturation of edges.
243 * @return Amount of flow actually pushed.
245 uint
Path::AddFlow(uint new_flow
, LinkGraphJob
&job
, uint max_saturation
)
247 if (this->parent
!= NULL
) {
248 LinkGraphJob::Edge edge
= job
[this->parent
->node
][this->node
];
249 if (max_saturation
!= UINT_MAX
) {
250 uint usable_cap
= edge
.Capacity() * max_saturation
/ 100;
251 if (usable_cap
> edge
.Flow()) {
252 new_flow
= min(new_flow
, usable_cap
- edge
.Flow());
257 new_flow
= this->parent
->AddFlow(new_flow
, job
, max_saturation
);
258 if (this->flow
== 0 && new_flow
> 0) {
259 job
[this->parent
->node
].Paths().push_front(this);
261 edge
.AddFlow(new_flow
);
263 this->flow
+= new_flow
;
268 * Create a leg of a path in the link graph.
269 * @param n Id of the link graph node this path passes.
270 * @param source If true, this is the first leg of the path.
272 Path::Path(NodeID n
, bool source
) :
273 distance(source
? 0 : UINT_MAX
),
274 capacity(source
? UINT_MAX
: 0),
275 free_capacity(source
? INT_MAX
: INT_MIN
),
276 flow(0), node(n
), origin(source
? n
: INVALID_NODE
),
277 num_children(0), parent(NULL
)