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@@ -36,9 +36,10 @@ bool stallAtNode(const DataFacade<Algorithm> &facade,
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const NodeID to = facade.GetTarget(edge);
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const EdgeWeight edge_weight = data.weight;
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BOOST_ASSERT_MSG(edge_weight > 0, "edge_weight invalid");
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if (query_heap.WasInserted(to))
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const auto& toHeapNode= query_heap.WasInsertedGetHeapNode(to);
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if (toHeapNode)
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{
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if (query_heap.GetKey(to) + edge_weight < weight)
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if (toHeapNode->weight + edge_weight < weight)
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{
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return true;
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}
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@@ -65,17 +66,19 @@ void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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BOOST_ASSERT_MSG(edge_weight > 0, "edge_weight invalid");
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const EdgeWeight to_weight = weight + edge_weight;
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auto toData= heap.WasInsertedGetHeapNode(to);
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// New Node discovered -> Add to Heap + Node Info Storage
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if (!heap.WasInserted(to))
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if (!toData)
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{
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heap.Insert(to, to_weight, node);
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}
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// Found a shorter Path -> Update weight
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else if (to_weight < heap.GetKey(to))
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else if (to_weight < toData->weight)
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{
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// new parent
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heap.GetData(to).parent = node;
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heap.DecreaseKey(to, to_weight);
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toData->data.parent = node;
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toData->weight=to_weight;
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heap.DecreaseKey(*toData);
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}
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}
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}
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@@ -122,35 +125,36 @@ void routingStep(const DataFacade<Algorithm> &facade,
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const bool force_loop_forward,
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const bool force_loop_reverse)
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{
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const NodeID node = forward_heap.DeleteMin();
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const EdgeWeight weight = forward_heap.GetKey(node);
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auto nodeData = forward_heap.DeleteMinGetHeapNode();
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const EdgeWeight weight = nodeData.weight;
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if (reverse_heap.WasInserted(node))
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auto reverseNodeData= reverse_heap.WasInsertedGetHeapNode(nodeData.node);
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if (reverseNodeData)
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{
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const EdgeWeight new_weight = reverse_heap.GetKey(node) + weight;
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const EdgeWeight new_weight = reverseNodeData->weight + weight;
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if (new_weight < upper_bound)
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{
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// if loops are forced, they are so at the source
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if ((force_loop_forward && forward_heap.GetData(node).parent == node) ||
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(force_loop_reverse && reverse_heap.GetData(node).parent == node) ||
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if ((force_loop_forward && nodeData.data.parent == nodeData.node) ||
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(force_loop_reverse && reverseNodeData->data.parent == nodeData.node) ||
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// in this case we are looking at a bi-directional way where the source
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// and target phantom are on the same edge based node
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new_weight < 0)
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{
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// check whether there is a loop present at the node
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for (const auto edge : facade.GetAdjacentEdgeRange(node))
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for (const auto edge : facade.GetAdjacentEdgeRange(nodeData.node))
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{
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const auto &data = facade.GetEdgeData(edge);
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if (DIRECTION == FORWARD_DIRECTION ? data.forward : data.backward)
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{
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const NodeID to = facade.GetTarget(edge);
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if (to == node)
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if (to == nodeData.node)
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{
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const EdgeWeight edge_weight = data.weight;
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const EdgeWeight loop_weight = new_weight + edge_weight;
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if (loop_weight >= 0 && loop_weight < upper_bound)
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{
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middle_node_id = node;
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middle_node_id = nodeData.node;
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upper_bound = loop_weight;
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}
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}
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@@ -161,7 +165,7 @@ void routingStep(const DataFacade<Algorithm> &facade,
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{
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BOOST_ASSERT(new_weight >= 0);
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middle_node_id = node;
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middle_node_id = nodeData.node;
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upper_bound = new_weight;
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}
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}
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@@ -177,12 +181,12 @@ void routingStep(const DataFacade<Algorithm> &facade,
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}
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// Stalling
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if (STALLING && stallAtNode<DIRECTION>(facade, node, weight, forward_heap))
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if (STALLING && stallAtNode<DIRECTION>(facade, nodeData.node, weight, forward_heap))
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{
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return;
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}
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relaxOutgoingEdges<DIRECTION>(facade, node, weight, forward_heap);
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relaxOutgoingEdges<DIRECTION>(facade, nodeData.node, weight, forward_heap);
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}
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template <bool UseDuration>
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@@ -229,7 +229,7 @@ retrievePackedPathFromHeap(const SearchEngineData<Algorithm>::QueryHeap &forward
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template <bool DIRECTION, typename Algorithm, typename... Args>
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void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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typename SearchEngineData<Algorithm>::QueryHeap &forward_heap,
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const NodeID node,
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const typename SearchEngineData<Algorithm>::QueryHeap::HeapNode& heapNode,
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const EdgeWeight weight,
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Args... args)
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{
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@@ -237,32 +237,34 @@ void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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const auto &cells = facade.GetCellStorage();
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const auto &metric = facade.GetCellMetric();
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const auto level = getNodeQueryLevel(partition, node, args...);
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const auto level = getNodeQueryLevel(partition, heapNode.node, args...);
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if (level >= 1 && !forward_heap.GetData(node).from_clique_arc)
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if (level >= 1 && !heapNode.data.from_clique_arc)
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{
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if (DIRECTION == FORWARD_DIRECTION)
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{
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// Shortcuts in forward direction
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const auto &cell = cells.GetCell(metric, level, partition.GetCell(level, node));
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const auto &cell = cells.GetCell(metric, level, partition.GetCell(level, heapNode.node));
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auto destination = cell.GetDestinationNodes().begin();
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for (auto shortcut_weight : cell.GetOutWeight(node))
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for (auto shortcut_weight : cell.GetOutWeight(heapNode.node))
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{
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BOOST_ASSERT(destination != cell.GetDestinationNodes().end());
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const NodeID to = *destination;
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if (shortcut_weight != INVALID_EDGE_WEIGHT && node != to)
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if (shortcut_weight != INVALID_EDGE_WEIGHT && heapNode.node != to)
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{
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const EdgeWeight to_weight = weight + shortcut_weight;
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BOOST_ASSERT(to_weight >= weight);
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if (!forward_heap.WasInserted(to))
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auto toNodeData= forward_heap.WasInsertedGetHeapNode(to);
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if (!toNodeData)
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{
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forward_heap.Insert(to, to_weight, {node, true});
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forward_heap.Insert(to, to_weight, {heapNode.node, true});
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}
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else if (to_weight < forward_heap.GetKey(to))
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{
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forward_heap.GetData(to) = {node, true};
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forward_heap.DecreaseKey(to, to_weight);
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toNodeData->data = {heapNode.node, true};
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toNodeData->weight=to_weight;
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forward_heap.DecreaseKey(*toNodeData);
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}
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}
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++destination;
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@@ -271,25 +273,27 @@ void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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else
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{
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// Shortcuts in backward direction
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const auto &cell = cells.GetCell(metric, level, partition.GetCell(level, node));
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const auto &cell = cells.GetCell(metric, level, partition.GetCell(level, heapNode.node));
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auto source = cell.GetSourceNodes().begin();
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for (auto shortcut_weight : cell.GetInWeight(node))
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for (auto shortcut_weight : cell.GetInWeight(heapNode.node))
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{
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BOOST_ASSERT(source != cell.GetSourceNodes().end());
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const NodeID to = *source;
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if (shortcut_weight != INVALID_EDGE_WEIGHT && node != to)
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if (shortcut_weight != INVALID_EDGE_WEIGHT && heapNode.node != to)
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{
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const EdgeWeight to_weight = weight + shortcut_weight;
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BOOST_ASSERT(to_weight >= weight);
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if (!forward_heap.WasInserted(to))
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auto toNodeData= forward_heap.WasInsertedGetHeapNode(to);
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if (!toNodeData)
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{
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forward_heap.Insert(to, to_weight, {node, true});
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forward_heap.Insert(to, to_weight, {heapNode.node, true});
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}
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else if (to_weight < forward_heap.GetKey(to))
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{
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forward_heap.GetData(to) = {node, true};
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forward_heap.DecreaseKey(to, to_weight);
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toNodeData->data = {heapNode.node, true};
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toNodeData->weight=to_weight;
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forward_heap.DecreaseKey(*toNodeData);
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}
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}
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++source;
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@@ -298,7 +302,7 @@ void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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}
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// Boundary edges
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for (const auto edge : facade.GetBorderEdgeRange(level, node))
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for (const auto edge : facade.GetBorderEdgeRange(level, heapNode.node))
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{
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const auto &edge_data = facade.GetEdgeData(edge);
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@@ -311,21 +315,23 @@ void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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checkParentCellRestriction(partition.GetCell(level + 1, to), args...))
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{
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const auto node_weight =
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facade.GetNodeWeight(DIRECTION == FORWARD_DIRECTION ? node : to);
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facade.GetNodeWeight(DIRECTION == FORWARD_DIRECTION ? heapNode.node : to);
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const auto turn_penalty = facade.GetWeightPenaltyForEdgeID(edge_data.turn_id);
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// TODO: BOOST_ASSERT(edge_data.weight == node_weight + turn_penalty);
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const EdgeWeight to_weight = weight + node_weight + turn_penalty;
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if (!forward_heap.WasInserted(to))
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auto toNodeData= forward_heap.WasInsertedGetHeapNode(to);
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if (!toNodeData)
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{
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forward_heap.Insert(to, to_weight, {node, false});
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forward_heap.Insert(to, to_weight, {heapNode.node, false});
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}
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else if (to_weight < forward_heap.GetKey(to))
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{
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forward_heap.GetData(to) = {node, false};
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forward_heap.DecreaseKey(to, to_weight);
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toNodeData->data = {heapNode.node, false};
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toNodeData->weight=to_weight;
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forward_heap.DecreaseKey(*toNodeData);
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}
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}
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}
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@@ -342,34 +348,35 @@ void routingStep(const DataFacade<Algorithm> &facade,
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const bool force_loop_reverse,
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Args... args)
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{
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const auto node = forward_heap.DeleteMin();
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const auto weight = forward_heap.GetKey(node);
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const auto heapNode = forward_heap.DeleteMinGetHeapNode();
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const auto weight = heapNode.weight;
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BOOST_ASSERT(!facade.ExcludeNode(node));
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BOOST_ASSERT(!facade.ExcludeNode(heapNode.node));
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// Upper bound for the path source -> target with
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// weight(source -> node) = weight weight(to -> target) ≤ reverse_weight
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// is weight + reverse_weight
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// More tighter upper bound requires additional condition reverse_heap.WasRemoved(to)
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// with weight(to -> target) = reverse_weight and all weights ≥ 0
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if (reverse_heap.WasInserted(node))
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auto reverveNodeData= reverse_heap.WasInsertedGetHeapNode(heapNode.node);
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if (reverveNodeData)
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{
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auto reverse_weight = reverse_heap.GetKey(node);
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auto reverse_weight = reverveNodeData->weight;
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auto path_weight = weight + reverse_weight;
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// MLD uses loops forcing only to prune single node paths in forward and/or
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// backward direction (there is no need to force loops in MLD but in CH)
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if (!(force_loop_forward && forward_heap.GetData(node).parent == node) &&
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!(force_loop_reverse && reverse_heap.GetData(node).parent == node) &&
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if (!(force_loop_forward && heapNode.data.parent == heapNode.node) &&
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!(force_loop_reverse && reverveNodeData->data.parent == heapNode.node) &&
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(path_weight >= 0) && (path_weight < path_upper_bound))
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{
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middle_node = node;
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middle_node = heapNode.node;
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path_upper_bound = path_weight;
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}
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}
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// Relax outgoing edges from node
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relaxOutgoingEdges<DIRECTION>(facade, forward_heap, node, weight, args...);
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relaxOutgoingEdges<DIRECTION>(facade, forward_heap, heapNode, weight, args...);
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}
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// With (s, middle, t) we trace back the paths middle -> s and middle -> t.
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