/* * 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 . */ /** @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(TimerGameEconomy::date + (_settings_game.linkgraph.recalc_time / EconomyTime::SECONDS_PER_DAY)), 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 them, 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; uint16_t size = this->Size(); for (NodeID node_id = 0; node_id < size; ++node_id) { NodeAnnotation &from = this->nodes[node_id]; /* The station can have been deleted. Remove all flows originating from it then. */ Station *st = Station::GetIfValid(from.base.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 (const auto &edge : from.edges) { if (edge.Flow() == 0) continue; NodeID dest_id = edge.base.dest_node; StationID to = this->nodes[dest_id].base.station; Station *st2 = Station::GetIfValid(to); if (st2 == nullptr || st2->goods[this->Cargo()].link_graph != this->link_graph.index || st2->goods[this->Cargo()].node != dest_id || !(*lg)[node_id].HasEdgeTo(dest_id) || (*lg)[node_id][dest_id].LastUpdate() == EconomyTime::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][dest_id].last_unrestricted_update == EconomyTime::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.reserve(size); for (uint i = 0; i < size; ++i) { this->nodes.emplace_back(this->link_graph.nodes[i], this->link_graph.Size()); } } /** * 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 = std::min(base->capacity, cap); this->free_capacity = std::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::EdgeAnnotation &edge = job[this->parent->node][this->node]; if (max_saturation != UINT_MAX) { uint usable_cap = edge.base.capacity * max_saturation / 100; if (usable_cap > edge.Flow()) { new_flow = std::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) {}