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Location: cpp/openttd-patchpack/source/src/pathfinder/npf/queue.cpp
r27835:eabfaa878ced
13.3 KiB
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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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* 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 queue.cpp Implementation of the #BinaryHeap/#Hash. */
#include "../../stdafx.h"
#include "../../core/alloc_func.hpp"
#include "queue.h"
#include "../../safeguards.h"
/*
* Binary Heap
* For information, see: http://www.policyalmanac.org/games/binaryHeaps.htm
*/
const int BinaryHeap::BINARY_HEAP_BLOCKSIZE_BITS = 10; ///< The number of elements that will be malloc'd at a time.
const int BinaryHeap::BINARY_HEAP_BLOCKSIZE = 1 << BinaryHeap::BINARY_HEAP_BLOCKSIZE_BITS;
const int BinaryHeap::BINARY_HEAP_BLOCKSIZE_MASK = BinaryHeap::BINARY_HEAP_BLOCKSIZE - 1;
/**
* Clears the queue, by removing all values from it. Its state is
* effectively reset. If free_items is true, each of the items cleared
* in this way are free()'d.
*/
void BinaryHeap::Clear(bool free_values)
{
/* Free all items if needed and free all but the first blocks of memory */
uint i;
uint j;
for (i = 0; i < this->blocks; i++) {
if (this->elements[i] == nullptr) {
/* No more allocated blocks */
break;
}
/* For every allocated block */
if (free_values) {
for (j = 0; j < (1 << BINARY_HEAP_BLOCKSIZE_BITS); j++) {
/* For every element in the block */
if ((this->size >> BINARY_HEAP_BLOCKSIZE_BITS) == i &&
(this->size & BINARY_HEAP_BLOCKSIZE_MASK) == j) {
break; // We're past the last element
}
free(this->elements[i][j].item);
}
}
if (i != 0) {
/* Leave the first block of memory alone */
free(this->elements[i]);
this->elements[i] = nullptr;
}
}
this->size = 0;
this->blocks = 1;
}
/**
* Frees the queue, by reclaiming all memory allocated by it. After
* this it is no longer usable. If free_items is true, any remaining
* items are free()'d too.
*/
void BinaryHeap::Free(bool free_values)
{
uint i;
this->Clear(free_values);
for (i = 0; i < this->blocks; i++) {
if (this->elements[i] == nullptr) break;
free(this->elements[i]);
}
free(this->elements);
}
/**
* Pushes an element into the queue, at the appropriate place for the queue.
* Requires the queue pointer to be of an appropriate type, of course.
*/
bool BinaryHeap::Push(void *item, int priority)
{
if (this->size == this->max_size) return false;
assert(this->size < this->max_size);
if (this->elements[this->size >> BINARY_HEAP_BLOCKSIZE_BITS] == nullptr) {
/* The currently allocated blocks are full, allocate a new one */
assert((this->size & BINARY_HEAP_BLOCKSIZE_MASK) == 0);
this->elements[this->size >> BINARY_HEAP_BLOCKSIZE_BITS] = MallocT<BinaryHeapNode>(BINARY_HEAP_BLOCKSIZE);
this->blocks++;
}
/* Add the item at the end of the array */
this->GetElement(this->size + 1).priority = priority;
this->GetElement(this->size + 1).item = item;
this->size++;
/* Now we are going to check where it belongs. As long as the parent is
* bigger, we switch with the parent */
{
BinaryHeapNode temp;
int i;
int j;
i = this->size;
while (i > 1) {
/* Get the parent of this object (divide by 2) */
j = i / 2;
/* Is the parent bigger than the current, switch them */
if (this->GetElement(i).priority <= this->GetElement(j).priority) {
temp = this->GetElement(j);
this->GetElement(j) = this->GetElement(i);
this->GetElement(i) = temp;
i = j;
} else {
/* It is not, we're done! */
break;
}
}
}
return true;
}
/**
* Deletes the item from the queue. priority should be specified if
* known, which speeds up the deleting for some queue's. Should be -1
* if not known.
*/
bool BinaryHeap::Delete(void *item, int priority)
{
uint i = 0;
/* First, we try to find the item.. */
do {
if (this->GetElement(i + 1).item == item) break;
i++;
} while (i < this->size);
/* We did not find the item, so we return false */
if (i == this->size) return false;
/* Now we put the last item over the current item while decreasing the size of the elements */
this->size--;
this->GetElement(i + 1) = this->GetElement(this->size + 1);
/* Now the only thing we have to do, is resort it..
* On place i there is the item to be sorted.. let's start there */
{
uint j;
BinaryHeapNode temp;
/* Because of the fact that Binary Heap uses array from 1 to n, we need to
* increase i by 1
*/
i++;
for (;;) {
j = i;
/* Check if we have 2 children */
if (2 * j + 1 <= this->size) {
/* Is this child smaller than the parent? */
if (this->GetElement(j).priority >= this->GetElement(2 * j).priority) i = 2 * j;
/* Yes, we _need_ to use i here, not j, because we want to have the smallest child
* This way we get that straight away! */
if (this->GetElement(i).priority >= this->GetElement(2 * j + 1).priority) i = 2 * j + 1;
/* Do we have one child? */
} else if (2 * j <= this->size) {
if (this->GetElement(j).priority >= this->GetElement(2 * j).priority) i = 2 * j;
}
/* One of our children is smaller than we are, switch */
if (i != j) {
temp = this->GetElement(j);
this->GetElement(j) = this->GetElement(i);
this->GetElement(i) = temp;
} else {
/* None of our children is smaller, so we stay here.. stop :) */
break;
}
}
}
return true;
}
/**
* Pops the first element from the queue. What exactly is the first element,
* is defined by the exact type of queue.
*/
void *BinaryHeap::Pop()
{
void *result;
if (this->size == 0) return nullptr;
/* The best item is always on top, so give that as result */
result = this->GetElement(1).item;
/* And now we should get rid of this item... */
this->Delete(this->GetElement(1).item, this->GetElement(1).priority);
return result;
}
/**
* Initializes a binary heap and allocates internal memory for maximum of
* max_size elements
*/
void BinaryHeap::Init(uint max_size)
{
this->max_size = max_size;
this->size = 0;
/* We malloc memory in block of BINARY_HEAP_BLOCKSIZE
* It autosizes when it runs out of memory */
this->elements = CallocT<BinaryHeapNode*>((max_size - 1) / BINARY_HEAP_BLOCKSIZE + 1);
this->elements[0] = MallocT<BinaryHeapNode>(BINARY_HEAP_BLOCKSIZE);
this->blocks = 1;
}
/* Because we don't want anyone else to bother with our defines */
#undef BIN_HEAP_ARR
/*
* Hash
*/
/**
* Builds a new hash in an existing struct. Make sure that hash() always
* returns a hash less than num_buckets! Call delete_hash after use
*/
void Hash::Init(Hash_HashProc *hash, uint num_buckets)
{
/* Allocate space for the Hash, the buckets and the bucket flags */
uint i;
/* Ensure the size won't overflow. */
CheckAllocationConstraints(sizeof(*this->buckets) + sizeof(*this->buckets_in_use), num_buckets);
this->hash = hash;
this->size = 0;
this->num_buckets = num_buckets;
this->buckets = (HashNode*)MallocT<byte>(num_buckets * (sizeof(*this->buckets) + sizeof(*this->buckets_in_use)));
this->buckets_in_use = (bool*)(this->buckets + num_buckets);
for (i = 0; i < num_buckets; i++) this->buckets_in_use[i] = false;
}
/**
* Deletes the hash and cleans up. Only cleans up memory allocated by new_Hash
* & friends. If free is true, it will call free() on all the values that
* are left in the hash.
*/
void Hash::Delete(bool free_values)
{
uint i;
/* Iterate all buckets */
for (i = 0; i < this->num_buckets; i++) {
if (this->buckets_in_use[i]) {
HashNode *node;
/* Free the first value */
if (free_values) free(this->buckets[i].value);
node = this->buckets[i].next;
while (node != nullptr) {
HashNode *prev = node;
node = node->next;
/* Free the value */
if (free_values) free(prev->value);
/* Free the node */
free(prev);
}
}
}
free(this->buckets);
/* No need to free buckets_in_use, it is always allocated in one
* malloc with buckets */
}
#ifdef HASH_STATS
void Hash::PrintStatistics() const
{
uint used_buckets = 0;
uint max_collision = 0;
uint max_usage = 0;
uint usage[200];
uint i;
for (i = 0; i < lengthof(usage); i++) usage[i] = 0;
for (i = 0; i < this->num_buckets; i++) {
uint collision = 0;
if (this->buckets_in_use[i]) {
const HashNode *node;
used_buckets++;
for (node = &this->buckets[i]; node != nullptr; node = node->next) collision++;
if (collision > max_collision) max_collision = collision;
}
if (collision >= lengthof(usage)) collision = lengthof(usage) - 1;
usage[collision]++;
if (collision > 0 && usage[collision] >= max_usage) {
max_usage = usage[collision];
}
}
Debug(misc, 0, "Hash size: {}, Nodes used: {}, Non empty buckets: {}, Max collision: {}",
this->num_buckets, this->size, used_buckets, max_collision
);
std::string line;
line += "{ ";
for (i = 0; i <= max_collision; i++) {
if (usage[i] > 0) {
fmt::format_to(std::back_inserter(line), "{}:{} ", i, usage[i]);
#if 0
if (i > 0) {
uint j;
for (j = 0; j < usage[i] * 160 / 800; j++) line += "#";
}
line += "\n";
#endif
}
}
line += "}";
Debug(misc, 0, "{}", line);
}
#endif
/**
* Cleans the hash, but keeps the memory allocated
*/
void Hash::Clear(bool free_values)
{
uint i;
#ifdef HASH_STATS
if (this->size > 2000) this->PrintStatistics();
#endif
/* Iterate all buckets */
for (i = 0; i < this->num_buckets; i++) {
if (this->buckets_in_use[i]) {
HashNode *node;
this->buckets_in_use[i] = false;
/* Free the first value */
if (free_values) free(this->buckets[i].value);
node = this->buckets[i].next;
while (node != nullptr) {
HashNode *prev = node;
node = node->next;
if (free_values) free(prev->value);
free(prev);
}
}
}
this->size = 0;
}
/**
* Finds the node that that saves this key pair. If it is not
* found, returns nullptr. If it is found, *prev is set to the
* node before the one found, or if the node found was the first in the bucket
* to nullptr. If it is not found, *prev is set to the last HashNode in the
* bucket, or nullptr if it is empty. prev can also be nullptr, in which case it is
* not used for output.
*/
HashNode *Hash::FindNode(TileIndex tile, Trackdir dir, HashNode** prev_out) const
{
uint hash = this->hash(tile, dir);
HashNode *result = nullptr;
/* Check if the bucket is empty */
if (!this->buckets_in_use[hash]) {
if (prev_out != nullptr) *prev_out = nullptr;
result = nullptr;
/* Check the first node specially */
} else if (this->buckets[hash].tile == tile && this->buckets[hash].dir == dir) {
/* Save the value */
result = this->buckets + hash;
if (prev_out != nullptr) *prev_out = nullptr;
/* Check all other nodes */
} else {
HashNode *prev = this->buckets + hash;
HashNode *node;
for (node = prev->next; node != nullptr; node = node->next) {
if (node->tile == tile && node->dir == dir) {
/* Found it */
result = node;
break;
}
prev = node;
}
if (prev_out != nullptr) *prev_out = prev;
}
return result;
}
/**
* Deletes the value with the specified key pair from the hash and returns
* that value. Returns nullptr when the value was not present. The value returned
* is _not_ free()'d!
*/
void *Hash::DeleteValue(TileIndex tile, Trackdir dir)
{
void *result;
HashNode *prev; // Used as output var for below function call
HashNode *node = this->FindNode(tile, dir, &prev);
if (node == nullptr) {
/* not found */
result = nullptr;
} else if (prev == nullptr) {
/* It is in the first node, we can't free that one, so we free
* the next one instead (if there is any)*/
/* Save the value */
result = node->value;
if (node->next != nullptr) {
HashNode *next = node->next;
/* Copy the second to the first */
*node = *next;
/* Free the second */
free(next);
} else {
/* This was the last in this bucket
* Mark it as empty */
uint hash = this->hash(tile, dir);
this->buckets_in_use[hash] = false;
}
} else {
/* It is in another node
* Save the value */
result = node->value;
/* Link previous and next nodes */
prev->next = node->next;
/* Free the node */
free(node);
}
if (result != nullptr) this->size--;
return result;
}
/**
* Sets the value associated with the given key pair to the given value.
* Returns the old value if the value was replaced, nullptr when it was not yet present.
*/
void *Hash::Set(TileIndex tile, Trackdir dir, void *value)
{
HashNode *prev;
HashNode *node = this->FindNode(tile, dir, &prev);
if (node != nullptr) {
/* Found it */
void *result = node->value;
node->value = value;
return result;
}
/* It is not yet present, let's add it */
if (prev == nullptr) {
/* The bucket is still empty */
uint hash = this->hash(tile, dir);
this->buckets_in_use[hash] = true;
node = this->buckets + hash;
} else {
/* Add it after prev */
node = MallocT<HashNode>(1);
prev->next = node;
}
node->next = nullptr;
node->tile = tile;
node->dir = dir;
node->value = value;
this->size++;
return nullptr;
}
/**
* Gets the value associated with the given key pair, or nullptr when it is not
* present.
*/
void *Hash::Get(TileIndex tile, Trackdir dir) const
{
HashNode *node = this->FindNode(tile, dir, nullptr);
return (node != nullptr) ? node->value : nullptr;
}
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