Refactor to reuse relaxOutgoingEdges in many-to-many plugin
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@@ -132,44 +132,16 @@ retrievePackedPathFromHeap(const SearchEngineData<Algorithm>::QueryHeap &forward
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}
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template <bool DIRECTION, typename Algorithm, typename... Args>
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void routingStep(const DataFacade<Algorithm> &facade,
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typename SearchEngineData<Algorithm>::QueryHeap &forward_heap,
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typename SearchEngineData<Algorithm>::QueryHeap &reverse_heap,
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NodeID &middle_node,
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EdgeWeight &path_upper_bound,
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const bool force_loop_forward,
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const bool force_loop_reverse,
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Args... 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 EdgeWeight weight,
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Args... args)
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{
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const auto &partition = facade.GetMultiLevelPartition();
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const auto &cells = facade.GetCellStorage();
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const auto &metric = facade.GetCellMetric();
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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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BOOST_ASSERT(!facade.ExcludeNode(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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{
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auto reverse_weight = reverse_heap.GetKey(node);
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auto path_weight = weight + reverse_weight;
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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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(path_weight >= 0) && (path_weight < path_upper_bound))
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{
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middle_node = node;
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path_upper_bound = path_weight;
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}
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}
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const auto level = getNodeQueryLevel(partition, node, args...);
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if (level >= 1 && !forward_heap.GetData(node).from_clique_arc)
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@@ -258,6 +230,45 @@ void routingStep(const DataFacade<Algorithm> &facade,
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}
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}
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template <bool DIRECTION, typename Algorithm, typename... Args>
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void routingStep(const DataFacade<Algorithm> &facade,
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typename SearchEngineData<Algorithm>::QueryHeap &forward_heap,
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typename SearchEngineData<Algorithm>::QueryHeap &reverse_heap,
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NodeID &middle_node,
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EdgeWeight &path_upper_bound,
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const bool force_loop_forward,
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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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BOOST_ASSERT(!facade.ExcludeNode(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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{
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auto reverse_weight = reverse_heap.GetKey(node);
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auto path_weight = weight + reverse_weight;
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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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(path_weight >= 0) && (path_weight < path_upper_bound))
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{
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middle_node = 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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}
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// With (s, middle, t) we trace back the paths middle -> s and middle -> t.
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// This gives us a packed path (node ids) from the base graph around s and t,
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// and overlay node ids otherwise. We then have to unpack the overlay clique
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