Refactor to reuse relaxOutgoingEdges in many-to-many plugin

This commit is contained in:
Michael Krasnyk
2017-09-26 13:46:49 +02:00
parent 2ed4f6eb0c
commit 454487dd41
3 changed files with 83 additions and 51 deletions
@@ -132,44 +132,16 @@ retrievePackedPathFromHeap(const SearchEngineData<Algorithm>::QueryHeap &forward
}
template <bool DIRECTION, typename Algorithm, typename... Args>
void routingStep(const DataFacade<Algorithm> &facade,
typename SearchEngineData<Algorithm>::QueryHeap &forward_heap,
typename SearchEngineData<Algorithm>::QueryHeap &reverse_heap,
NodeID &middle_node,
EdgeWeight &path_upper_bound,
const bool force_loop_forward,
const bool force_loop_reverse,
Args... args)
void relaxOutgoingEdges(const DataFacade<Algorithm> &facade,
typename SearchEngineData<Algorithm>::QueryHeap &forward_heap,
const NodeID node,
const EdgeWeight weight,
Args... args)
{
const auto &partition = facade.GetMultiLevelPartition();
const auto &cells = facade.GetCellStorage();
const auto &metric = facade.GetCellMetric();
const auto node = forward_heap.DeleteMin();
const auto weight = forward_heap.GetKey(node);
BOOST_ASSERT(!facade.ExcludeNode(node));
// Upper bound for the path source -> target with
// weight(source -> node) = weight weight(to -> target) ≤ reverse_weight
// is weight + reverse_weight
// More tighter upper bound requires additional condition reverse_heap.WasRemoved(to)
// with weight(to -> target) = reverse_weight and all weights ≥ 0
if (reverse_heap.WasInserted(node))
{
auto reverse_weight = reverse_heap.GetKey(node);
auto path_weight = weight + reverse_weight;
// if loops are forced, they are so at the source
if (!(force_loop_forward && forward_heap.GetData(node).parent == node) &&
!(force_loop_reverse && reverse_heap.GetData(node).parent == node) &&
(path_weight >= 0) && (path_weight < path_upper_bound))
{
middle_node = node;
path_upper_bound = path_weight;
}
}
const auto level = getNodeQueryLevel(partition, node, args...);
if (level >= 1 && !forward_heap.GetData(node).from_clique_arc)
@@ -258,6 +230,45 @@ void routingStep(const DataFacade<Algorithm> &facade,
}
}
template <bool DIRECTION, typename Algorithm, typename... Args>
void routingStep(const DataFacade<Algorithm> &facade,
typename SearchEngineData<Algorithm>::QueryHeap &forward_heap,
typename SearchEngineData<Algorithm>::QueryHeap &reverse_heap,
NodeID &middle_node,
EdgeWeight &path_upper_bound,
const bool force_loop_forward,
const bool force_loop_reverse,
Args... args)
{
const auto node = forward_heap.DeleteMin();
const auto weight = forward_heap.GetKey(node);
BOOST_ASSERT(!facade.ExcludeNode(node));
// Upper bound for the path source -> target with
// weight(source -> node) = weight weight(to -> target) ≤ reverse_weight
// is weight + reverse_weight
// More tighter upper bound requires additional condition reverse_heap.WasRemoved(to)
// with weight(to -> target) = reverse_weight and all weights ≥ 0
if (reverse_heap.WasInserted(node))
{
auto reverse_weight = reverse_heap.GetKey(node);
auto path_weight = weight + reverse_weight;
// if loops are forced, they are so at the source
if (!(force_loop_forward && forward_heap.GetData(node).parent == node) &&
!(force_loop_reverse && reverse_heap.GetData(node).parent == node) &&
(path_weight >= 0) && (path_weight < path_upper_bound))
{
middle_node = node;
path_upper_bound = path_weight;
}
}
// Relax outgoing edges from node
relaxOutgoingEdges<DIRECTION>(facade, forward_heap, node, weight, args...);
}
// With (s, middle, t) we trace back the paths middle -> s and middle -> t.
// This gives us a packed path (node ids) from the base graph around s and t,
// and overlay node ids otherwise. We then have to unpack the overlay clique