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Location: cpp/openttd-patchpack/source/src/linkgraph/linkgraphschedule.cpp - annotation
r27835:eabfaa878ced
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Add: calendar date for Survey results
This means no heuristics is possible on around which date people
play the game.
This means no heuristics is possible on around which date people
play the game.
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r27086:4bce136e7873 r24484:e4eb01747c4c r24484:e4eb01747c4c r24484:e4eb01747c4c r24484:e4eb01747c4c r24484:e4eb01747c4c r24484:e4eb01747c4c r24484:e4eb01747c4c r20341:d334ae194449 r20341:d334ae194449 r20341:d334ae194449 r20341:d334ae194449 | /*
* 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 linkgraphschedule.cpp Definition of link graph schedule used for cargo distribution. */
#include "../stdafx.h"
#include "linkgraphschedule.h"
#include "init.h"
#include "demands.h"
#include "mcf.h"
#include "flowmapper.h"
#include "../framerate_type.h"
#include "../command_func.h"
#include "../network/network.h"
#include "../misc_cmd.h"
#include "../safeguards.h"
/**
* Static instance of LinkGraphSchedule.
* Note: This instance is created on task start.
* Lazy creation on first usage results in a data race between the CDist threads.
*/
/* static */ LinkGraphSchedule LinkGraphSchedule::instance;
/**
* Start the next job in the schedule.
*/
void LinkGraphSchedule::SpawnNext()
{
if (this->schedule.empty()) return;
LinkGraph *next = this->schedule.front();
LinkGraph *first = next;
while (next->Size() < 2) {
this->schedule.splice(this->schedule.end(), this->schedule, this->schedule.begin());
next = this->schedule.front();
if (next == first) return;
}
assert(next == LinkGraph::Get(next->index));
this->schedule.pop_front();
if (LinkGraphJob::CanAllocateItem()) {
LinkGraphJob *job = new LinkGraphJob(*next);
job->SpawnThread();
this->running.push_back(job);
} else {
NOT_REACHED();
}
}
/**
* Check if the next job is supposed to be finished, but has not yet completed.
* @return True if job should be finished by now but is still running, false if not.
*/
bool LinkGraphSchedule::IsJoinWithUnfinishedJobDue() const
{
if (this->running.empty()) return false;
const LinkGraphJob *next = this->running.front();
return next->IsScheduledToBeJoined() && !next->IsJobCompleted();
}
/**
* Join the next finished job, if available.
*/
void LinkGraphSchedule::JoinNext()
{
if (this->running.empty()) return;
LinkGraphJob *next = this->running.front();
if (!next->IsScheduledToBeJoined()) return;
this->running.pop_front();
LinkGraphID id = next->LinkGraphIndex();
delete next; // implicitly joins the thread
if (LinkGraph::IsValidID(id)) {
LinkGraph *lg = LinkGraph::Get(id);
this->Unqueue(lg); // Unqueue to avoid double-queueing recycled IDs.
this->Queue(lg);
}
}
/**
* Run all handlers for the given Job.
* @param job Pointer to a link graph job.
*/
/* static */ void LinkGraphSchedule::Run(LinkGraphJob *job)
{
for (uint i = 0; i < lengthof(instance.handlers); ++i) {
if (job->IsJobAborted()) return;
instance.handlers[i]->Run(*job);
}
/*
* Readers of this variable in another thread may see an out of date value.
* However this is OK as this will only happen just as a job is completing,
* and the real synchronisation is provided by the thread join operation.
* In the worst case the main thread will be paused for longer than
* strictly necessary before joining.
* This is just a hint variable to avoid performing the join excessively
* early and blocking the main thread.
*/
job->job_completed.store(true, std::memory_order_release);
}
/**
* Start all threads in the running list. This is only useful for save/load.
* Usually threads are started when the job is created.
*/
void LinkGraphSchedule::SpawnAll()
{
for (auto &it : this->running) {
it->SpawnThread();
}
}
/**
* Clear all link graphs and jobs from the schedule.
*/
/* static */ void LinkGraphSchedule::Clear()
{
for (auto &it : instance.running) {
it->AbortJob();
}
instance.running.clear();
instance.schedule.clear();
}
/**
* Shift all dates (join dates and edge annotations) of link graphs and link
* graph jobs by the number of days given.
* @param interval Number of days to be added or subtracted.
*/
void LinkGraphSchedule::ShiftDates(TimerGameCalendar::Date interval)
{
for (LinkGraph *lg : LinkGraph::Iterate()) lg->ShiftDates(interval);
for (LinkGraphJob *lgj : LinkGraphJob::Iterate()) lgj->ShiftJoinDate(interval);
}
/**
* Create a link graph schedule and initialize its handlers.
*/
LinkGraphSchedule::LinkGraphSchedule()
{
this->handlers[0] = new InitHandler;
this->handlers[1] = new DemandHandler;
this->handlers[2] = new MCFHandler<MCF1stPass>;
this->handlers[3] = new FlowMapper(false);
this->handlers[4] = new MCFHandler<MCF2ndPass>;
this->handlers[5] = new FlowMapper(true);
}
/**
* Delete a link graph schedule and its handlers.
*/
LinkGraphSchedule::~LinkGraphSchedule()
{
this->Clear();
for (uint i = 0; i < lengthof(this->handlers); ++i) {
delete this->handlers[i];
}
}
/**
* Pause the game if in 2 TimerGameCalendar::date_fract ticks, we would do a join with the next
* link graph job, but it is still running.
* The check is done 2 TimerGameCalendar::date_fract ticks early instead of 1, as in multiplayer
* calls to DoCommandP are executed after a delay of 1 TimerGameCalendar::date_fract tick.
* If we previously paused, unpause if the job is now ready to be joined with.
*/
void StateGameLoop_LinkGraphPauseControl()
{
if (_pause_mode & PM_PAUSED_LINK_GRAPH) {
/* We are paused waiting on a job, check the job every tick. */
if (!LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
Command<CMD_PAUSE>::Post(PM_PAUSED_LINK_GRAPH, false);
}
} else if (_pause_mode == PM_UNPAUSED &&
TimerGameCalendar::date_fract == LinkGraphSchedule::SPAWN_JOIN_TICK - 2 &&
static_cast<int32_t>(TimerGameCalendar::date) % (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY) == (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY) / 2 &&
LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
/* Perform check two TimerGameCalendar::date_fract ticks before we would join, to make
* sure it also works in multiplayer. */
Command<CMD_PAUSE>::Post(PM_PAUSED_LINK_GRAPH, true);
}
}
/**
* Pause the game on load if we would do a join with the next link graph job,
* but it is still running, and it would not be caught by a call to
* StateGameLoop_LinkGraphPauseControl().
*/
void AfterLoad_LinkGraphPauseControl()
{
if (LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
_pause_mode |= PM_PAUSED_LINK_GRAPH;
}
}
/**
* Spawn or join a link graph job or compress a link graph if any link graph is
* due to do so.
*/
void OnTick_LinkGraph()
{
if (TimerGameCalendar::date_fract != LinkGraphSchedule::SPAWN_JOIN_TICK) return;
TimerGameCalendar::Date offset = static_cast<int32_t>(TimerGameCalendar::date) % (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY);
if (offset == 0) {
LinkGraphSchedule::instance.SpawnNext();
} else if (offset == (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY) / 2) {
if (!_networking || _network_server) {
PerformanceMeasurer::SetInactive(PFE_GL_LINKGRAPH);
LinkGraphSchedule::instance.JoinNext();
} else {
PerformanceMeasurer framerate(PFE_GL_LINKGRAPH);
LinkGraphSchedule::instance.JoinNext();
}
}
}
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