Files @ r24484:e4eb01747c4c
Branch filter:

Location: cpp/openttd-patchpack/source/src/linkgraph/linkgraphjob.cpp

Jonathan G Rennison
Change: [Linkgraph] Only acquire thread join performance measurements on network clients

Network servers and single player clients do not block on thread joins
due to instead pausing shortly before the join is due.
/*
 * 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)
{
}

/**
 * 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;

	/* 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)
{}