Improvements
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13067844ee
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@ -24,11 +24,10 @@ namespace ch
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// Stalling
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template <bool DIRECTION, typename HeapT>
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bool stallAtNode(const DataFacade<Algorithm> &facade,
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const NodeID node,
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const EdgeWeight weight,
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const typename HeapT::HeapNode& heapNode,
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const HeapT &query_heap)
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{
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for (auto edge : facade.GetAdjacentEdgeRange(node))
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for (auto edge : facade.GetAdjacentEdgeRange(heapNode.node))
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{
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const auto &data = facade.GetEdgeData(edge);
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if (DIRECTION == REVERSE_DIRECTION ? data.forward : data.backward)
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@ -36,10 +35,10 @@ 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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const auto& toHeapNode= query_heap.WasInsertedGetHeapNode(to);
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const auto& toHeapNode= query_heap.GetHeapNodeIfWasInserted(to);
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if (toHeapNode)
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{
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if (toHeapNode->weight + edge_weight < weight)
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if (toHeapNode->weight + edge_weight < heapNode.weight)
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{
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return true;
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}
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@ -51,11 +50,10 @@ bool stallAtNode(const DataFacade<Algorithm> &facade,
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template <bool DIRECTION>
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void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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const NodeID node,
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const EdgeWeight weight,
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const SearchEngineData<Algorithm>::QueryHeap::HeapNode& heapNode,
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SearchEngineData<Algorithm>::QueryHeap &heap)
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{
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for (const auto edge : facade.GetAdjacentEdgeRange(node))
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for (const auto edge : facade.GetAdjacentEdgeRange(heapNode.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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@ -64,21 +62,21 @@ void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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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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const EdgeWeight to_weight = weight + edge_weight;
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const EdgeWeight to_weight = heapNode.weight + edge_weight;
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auto toData= heap.WasInsertedGetHeapNode(to);
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auto toHeapNode = heap.GetHeapNodeIfWasInserted(to);
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// New Node discovered -> Add to Heap + Node Info Storage
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if (!toData)
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if (!toHeapNode)
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{
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heap.Insert(to, to_weight, node);
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heap.Insert(to, to_weight, heapNode.node);
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}
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// Found a shorter Path -> Update weight
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else if (to_weight < toData->weight)
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else if (to_weight < toHeapNode->weight)
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{
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// new parent
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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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toHeapNode->data.parent = heapNode.node;
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toHeapNode->weight=to_weight;
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heap.DecreaseKey(*toHeapNode);
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}
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}
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}
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@ -125,36 +123,35 @@ 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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auto nodeData = forward_heap.DeleteMinGetHeapNode();
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const EdgeWeight weight = nodeData.weight;
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auto heapNode = forward_heap.DeleteMinGetHeapNode();
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auto reverseHeapNode = reverse_heap.GetHeapNodeIfWasInserted(heapNode.node);
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auto reverseNodeData= reverse_heap.WasInsertedGetHeapNode(nodeData.node);
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if (reverseNodeData)
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if (reverseHeapNode)
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{
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const EdgeWeight new_weight = reverseNodeData->weight + weight;
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const EdgeWeight new_weight = reverseHeapNode->weight + heapNode.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 && nodeData.data.parent == nodeData.node) ||
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(force_loop_reverse && reverseNodeData->data.parent == nodeData.node) ||
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if ((force_loop_forward && heapNode.data.parent == heapNode.node) ||
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(force_loop_reverse && reverseHeapNode->data.parent == heapNode.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(nodeData.node))
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for (const auto edge : facade.GetAdjacentEdgeRange(heapNode.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 == nodeData.node)
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if (to == heapNode.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 = nodeData.node;
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middle_node_id = heapNode.node;
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upper_bound = loop_weight;
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}
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}
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@ -165,7 +162,7 @@ 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 = nodeData.node;
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middle_node_id = heapNode.node;
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upper_bound = new_weight;
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}
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}
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@ -174,19 +171,19 @@ void routingStep(const DataFacade<Algorithm> &facade,
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// make sure we don't terminate too early if we initialize the weight
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// for the nodes in the forward heap with the forward/reverse offset
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BOOST_ASSERT(min_edge_offset <= 0);
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if (weight + min_edge_offset > upper_bound)
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if (heapNode.weight + min_edge_offset > upper_bound)
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{
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forward_heap.DeleteAll();
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return;
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}
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// Stalling
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if (STALLING && stallAtNode<DIRECTION>(facade, nodeData.node, weight, forward_heap))
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if (STALLING && stallAtNode<DIRECTION>(facade, heapNode, forward_heap))
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{
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return;
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}
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relaxOutgoingEdges<DIRECTION>(facade, nodeData.node, weight, forward_heap);
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relaxOutgoingEdges<DIRECTION>(facade, heapNode, forward_heap);
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}
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template <bool UseDuration>
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@ -255,7 +255,7 @@ void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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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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auto toNodeData= forward_heap.WasInsertedGetHeapNode(to);
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auto toNodeData= forward_heap.GetHeapNodeIfWasInserted(to);
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if (!toNodeData)
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{
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forward_heap.Insert(to, to_weight, {heapNode.node, true});
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@ -284,7 +284,7 @@ void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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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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auto toNodeData= forward_heap.WasInsertedGetHeapNode(to);
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auto toNodeData= forward_heap.GetHeapNodeIfWasInserted(to);
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if (!toNodeData)
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{
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forward_heap.Insert(to, to_weight, {heapNode.node, true});
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@ -322,7 +322,7 @@ void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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const EdgeWeight to_weight = weight + node_weight + turn_penalty;
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auto toNodeData= forward_heap.WasInsertedGetHeapNode(to);
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auto toNodeData= forward_heap.GetHeapNodeIfWasInserted(to);
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if (!toNodeData)
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{
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forward_heap.Insert(to, to_weight, {heapNode.node, false});
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@ -358,7 +358,7 @@ void routingStep(const DataFacade<Algorithm> &facade,
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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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auto reverveNodeData= reverse_heap.WasInsertedGetHeapNode(heapNode.node);
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auto reverveNodeData= reverse_heap.GetHeapNodeIfWasInserted(heapNode.node);
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if (reverveNodeData)
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{
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auto reverse_weight = reverveNodeData->weight;
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@ -294,7 +294,7 @@ class QueryHeap
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return inserted_nodes[index].node == node;
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}
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boost::optional<HeapNode&> WasInsertedGetHeapNode(const NodeID node)
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boost::optional<HeapNode&> GetHeapNodeIfWasInserted(const NodeID node)
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{
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const auto index = node_index.peek_index(node);
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if (index >= static_cast<decltype(index)>(inserted_nodes.size()))
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@ -304,7 +304,7 @@ class QueryHeap
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return inserted_nodes[index];
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}
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const boost::optional<const HeapNode&> WasInsertedGetHeapNode(const NodeID node) const
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const boost::optional<const HeapNode&> GetHeapNodeIfWasInserted(const NodeID node) const
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{
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const auto index = node_index.peek_index(node);
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if (index >= static_cast<decltype(index)>(inserted_nodes.size()))
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@ -32,7 +32,7 @@ void relaxNode(ContractorHeap &heap,
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}
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const EdgeWeight to_weight = node_weight + data.weight;
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const auto& toHeapNode=heap.WasInsertedGetHeapNode(to);
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const auto& toHeapNode= heap.GetHeapNodeIfWasInserted(to);
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// New Node discovered -> Add to Heap + Node Info Storage
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if (!toHeapNode)
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{
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@ -76,7 +76,7 @@ void alternativeRoutingStep(const DataFacade<Algorithm> &facade,
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search_space.emplace_back(heapNode.data.parent, heapNode.node);
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const auto& reverseHeapNode=reverse_heap.WasInsertedGetHeapNode(heapNode.node);
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const auto& reverseHeapNode= reverse_heap.GetHeapNodeIfWasInserted(heapNode.node);
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if (reverseHeapNode)
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{
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search_space_intersection.emplace_back(heapNode.node);
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@ -114,7 +114,7 @@ void alternativeRoutingStep(const DataFacade<Algorithm> &facade,
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BOOST_ASSERT(edge_weight > 0);
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const EdgeWeight to_weight = weight + edge_weight;
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const auto& toHeapNode=forward_heap.WasInsertedGetHeapNode(to);
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const auto& toHeapNode= forward_heap.GetHeapNodeIfWasInserted(to);
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// New Node discovered -> Add to Heap + Node Info Storage
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if (!toHeapNode)
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{
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@ -46,19 +46,16 @@ inline bool addLoopWeight(const DataFacade<ch::Algorithm> &facade,
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template <bool DIRECTION>
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void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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const NodeID node,
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const EdgeWeight weight,
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const EdgeDuration duration,
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const EdgeDistance distance,
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const typename SearchEngineData<Algorithm>::ManyToManyQueryHeap::HeapNode& heapNode,
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typename SearchEngineData<Algorithm>::ManyToManyQueryHeap &query_heap,
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const PhantomNode &)
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{
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if (stallAtNode<DIRECTION>(facade, node, weight, query_heap))
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if (stallAtNode<DIRECTION>(facade, heapNode, query_heap))
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{
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return;
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}
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for (auto edge : facade.GetAdjacentEdgeRange(node))
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for (auto edge : facade.GetAdjacentEdgeRange(heapNode.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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@ -70,21 +67,21 @@ void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
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const auto edge_distance = data.distance;
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BOOST_ASSERT_MSG(edge_weight > 0, "edge_weight invalid");
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const auto to_weight = weight + edge_weight;
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const auto to_duration = duration + edge_duration;
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const auto to_distance = distance + edge_distance;
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const auto to_weight = heapNode.weight + edge_weight;
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const auto to_duration = heapNode.data.duration + edge_duration;
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const auto to_distance = heapNode.data.distance + edge_distance;
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const auto& toHeapNode=query_heap.WasInsertedGetHeapNode(to);
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const auto& toHeapNode= query_heap.GetHeapNodeIfWasInserted(to);
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// New Node discovered -> Add to Heap + Node Info Storage
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if (!toHeapNode)
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{
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query_heap.Insert(to, to_weight, {node, to_duration, to_distance});
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query_heap.Insert(to, to_weight, {heapNode.node, to_duration, to_distance});
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}
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// Found a shorter Path -> Update weight and set new parent
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else if (std::tie(to_weight, to_duration) <
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std::tie(query_heap.GetKey(to), query_heap.GetData(to).duration))
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{
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toHeapNode->data = {node, to_duration, to_distance};
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toHeapNode->data = {heapNode.node, to_duration, to_distance};
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toHeapNode->weight=to_weight;
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query_heap.DecreaseKey(*toHeapNode);
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}
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@ -155,7 +152,7 @@ void forwardRoutingStep(const DataFacade<Algorithm> &facade,
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}
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relaxOutgoingEdges<FORWARD_DIRECTION>(
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facade, heapNode.node, source_weight, source_duration, source_distance, query_heap, phantom_node);
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facade, heapNode, query_heap, phantom_node);
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}
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void backwardRoutingStep(const DataFacade<Algorithm> &facade,
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@ -175,7 +172,7 @@ void backwardRoutingStep(const DataFacade<Algorithm> &facade,
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heapNode.node, parent, column_index, target_weight, target_duration, target_distance);
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relaxOutgoingEdges<REVERSE_DIRECTION>(
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facade, heapNode.node, target_weight, target_duration, target_distance, query_heap, phantom_node);
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facade, heapNode, query_heap, phantom_node);
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}
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} // namespace ch
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@ -71,7 +71,7 @@ void relaxBorderEdges(const DataFacade<mld::Algorithm> &facade,
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const auto to_distance = distance + node_distance;
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// New Node discovered -> Add to Heap + Node Info Storage
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const auto& toHeapNode=query_heap.WasInsertedGetHeapNode(to);
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const auto& toHeapNode= query_heap.GetHeapNodeIfWasInserted(to);
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if (!toHeapNode)
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{
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query_heap.Insert(to, to_weight, {node, false, to_duration, to_distance});
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@ -134,7 +134,7 @@ void relaxOutgoingEdges(const DataFacade<mld::Algorithm> &facade,
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const auto to_weight = weight + shortcut_weight;
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const auto to_duration = duration + shortcut_durations.front();
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const auto to_distance = distance + shortcut_distances.front();
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const auto& toHeapNode=query_heap.WasInsertedGetHeapNode(to);
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const auto& toHeapNode= query_heap.GetHeapNodeIfWasInserted(to);
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if (!toHeapNode)
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{
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query_heap.Insert(to, to_weight, {node, true, to_duration, to_distance});
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@ -174,7 +174,7 @@ void relaxOutgoingEdges(const DataFacade<mld::Algorithm> &facade,
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const auto to_weight = weight + shortcut_weight;
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const auto to_duration = duration + shortcut_durations.front();
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const auto to_distance = distance + shortcut_distances.front();
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const auto& toHeapNode=query_heap.WasInsertedGetHeapNode(to);
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const auto& toHeapNode= query_heap.GetHeapNodeIfWasInserted(to);
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if (!toHeapNode)
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{
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query_heap.Insert(to, to_weight, {node, true, to_duration, to_distance});
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