osrm-backend/include/engine/routing_algorithms/routing_base_mld.hpp
Daniel Patterson 498259b220
Replace dynamic distance calculation for table plugin with pre-calculated distances on shortcuts, avoiding unpacking cost.
Adds approx 10% to total data size.  Speeds up large table requests by 2 orders of magnitude.

Co-authored-by: Kajari Ghosh <ghoshkaj@gmail.com>
2018-10-30 15:41:06 -07:00

612 lines
25 KiB
C++

#ifndef OSRM_ENGINE_ROUTING_BASE_MLD_HPP
#define OSRM_ENGINE_ROUTING_BASE_MLD_HPP
#include "engine/algorithm.hpp"
#include "engine/datafacade.hpp"
#include "engine/routing_algorithms/routing_base.hpp"
#include "engine/search_engine_data.hpp"
#include "util/typedefs.hpp"
#include <boost/assert.hpp>
#include <algorithm>
#include <iterator>
#include <limits>
#include <tuple>
#include <vector>
namespace osrm
{
namespace engine
{
namespace routing_algorithms
{
namespace mld
{
namespace
{
// Unrestricted search (Args is const PhantomNodes &):
// * use partition.GetQueryLevel to find the node query level based on source and target phantoms
// * allow to traverse all cells
template <typename MultiLevelPartition>
inline LevelID getNodeQueryLevel(const MultiLevelPartition &partition,
NodeID node,
const PhantomNodes &phantom_nodes)
{
auto level = [&partition, node](const SegmentID &source, const SegmentID &target) {
if (source.enabled && target.enabled)
return partition.GetQueryLevel(source.id, target.id, node);
return INVALID_LEVEL_ID;
};
return std::min(std::min(level(phantom_nodes.source_phantom.forward_segment_id,
phantom_nodes.target_phantom.forward_segment_id),
level(phantom_nodes.source_phantom.forward_segment_id,
phantom_nodes.target_phantom.reverse_segment_id)),
std::min(level(phantom_nodes.source_phantom.reverse_segment_id,
phantom_nodes.target_phantom.forward_segment_id),
level(phantom_nodes.source_phantom.reverse_segment_id,
phantom_nodes.target_phantom.reverse_segment_id)));
}
inline bool checkParentCellRestriction(CellID, const PhantomNodes &) { return true; }
// Restricted search (Args is LevelID, CellID):
// * use the fixed level for queries
// * check if the node cell is the same as the specified parent
template <typename MultiLevelPartition>
inline LevelID getNodeQueryLevel(const MultiLevelPartition &, NodeID, LevelID level, CellID)
{
return level;
}
inline bool checkParentCellRestriction(CellID cell, LevelID, CellID parent)
{
return cell == parent;
}
// Unrestricted search with a single phantom node (Args is const PhantomNode &):
// * use partition.GetQueryLevel to find the node query level
// * allow to traverse all cells
template <typename MultiLevelPartition>
inline LevelID getNodeQueryLevel(const MultiLevelPartition &partition,
const NodeID node,
const PhantomNode &phantom_node)
{
auto highest_diffrent_level = [&partition, node](const SegmentID &phantom_node) {
if (phantom_node.enabled)
return partition.GetHighestDifferentLevel(phantom_node.id, node);
return INVALID_LEVEL_ID;
};
const auto node_level = std::min(highest_diffrent_level(phantom_node.forward_segment_id),
highest_diffrent_level(phantom_node.reverse_segment_id));
return node_level;
}
// Unrestricted search with a single phantom node and a vector of phantom nodes:
// * use partition.GetQueryLevel to find the node query level
// * allow to traverse all cells
template <typename MultiLevelPartition>
inline LevelID getNodeQueryLevel(const MultiLevelPartition &partition,
NodeID node,
const std::vector<PhantomNode> &phantom_nodes,
const std::size_t phantom_index,
const std::vector<std::size_t> &phantom_indices)
{
auto min_level = [&partition, node](const PhantomNode &phantom_node) {
const auto &forward_segment = phantom_node.forward_segment_id;
const auto forward_level =
forward_segment.enabled ? partition.GetHighestDifferentLevel(node, forward_segment.id)
: INVALID_LEVEL_ID;
const auto &reverse_segment = phantom_node.reverse_segment_id;
const auto reverse_level =
reverse_segment.enabled ? partition.GetHighestDifferentLevel(node, reverse_segment.id)
: INVALID_LEVEL_ID;
return std::min(forward_level, reverse_level);
};
// Get minimum level over all phantoms of the highest different level with respect to node
// This is equivalent to min_{∀ source, target} partition.GetQueryLevel(source, node, target)
auto result = min_level(phantom_nodes[phantom_index]);
for (const auto &index : phantom_indices)
{
result = std::min(result, min_level(phantom_nodes[index]));
}
return result;
}
}
// Heaps only record for each node its predecessor ("parent") on the shortest path.
// For re-constructing the actual path we need to trace back all parent "pointers".
// In contrast to the CH code MLD needs to know the edges (with clique arc property).
using PackedEdge = std::tuple</*from*/ NodeID, /*to*/ NodeID, /*from_clique_arc*/ bool>;
using PackedPath = std::vector<PackedEdge>;
template <bool DIRECTION, typename OutIter>
inline void retrievePackedPathFromSingleManyToManyHeap(
const SearchEngineData<Algorithm>::ManyToManyQueryHeap &heap, const NodeID middle, OutIter out)
{
NodeID current = middle;
NodeID parent = heap.GetData(current).parent;
while (current != parent)
{
const auto &data = heap.GetData(current);
if (DIRECTION == FORWARD_DIRECTION)
{
*out = std::make_tuple(parent, current, data.from_clique_arc);
++out;
}
else if (DIRECTION == REVERSE_DIRECTION)
{
*out = std::make_tuple(current, parent, data.from_clique_arc);
++out;
}
current = parent;
parent = heap.GetData(parent).parent;
}
}
template <bool DIRECTION>
inline PackedPath retrievePackedPathFromSingleManyToManyHeap(
const SearchEngineData<Algorithm>::ManyToManyQueryHeap &heap, const NodeID middle)
{
PackedPath packed_path;
retrievePackedPathFromSingleManyToManyHeap<DIRECTION>(
heap, middle, std::back_inserter(packed_path));
return packed_path;
}
template <bool DIRECTION, typename OutIter>
inline void retrievePackedPathFromSingleHeap(const SearchEngineData<Algorithm>::QueryHeap &heap,
const NodeID middle,
OutIter out)
{
NodeID current = middle;
NodeID parent = heap.GetData(current).parent;
while (current != parent)
{
const auto &data = heap.GetData(current);
if (DIRECTION == FORWARD_DIRECTION)
{
*out = std::make_tuple(parent, current, data.from_clique_arc);
++out;
}
else if (DIRECTION == REVERSE_DIRECTION)
{
*out = std::make_tuple(current, parent, data.from_clique_arc);
++out;
}
current = parent;
parent = heap.GetData(parent).parent;
}
}
template <bool DIRECTION>
inline PackedPath
retrievePackedPathFromSingleHeap(const SearchEngineData<Algorithm>::QueryHeap &heap,
const NodeID middle)
{
PackedPath packed_path;
retrievePackedPathFromSingleHeap<DIRECTION>(heap, middle, std::back_inserter(packed_path));
return packed_path;
}
// Trace path from middle to start in the forward search space (in reverse)
// and from middle to end in the reverse search space. Middle connects paths.
inline PackedPath
retrievePackedPathFromHeap(const SearchEngineData<Algorithm>::QueryHeap &forward_heap,
const SearchEngineData<Algorithm>::QueryHeap &reverse_heap,
const NodeID middle)
{
// Retrieve start -> middle. Is in reverse order since tracing back starts from middle.
auto packed_path = retrievePackedPathFromSingleHeap<FORWARD_DIRECTION>(forward_heap, middle);
std::reverse(begin(packed_path), end(packed_path));
// Retrieve middle -> end. Is already in correct order, tracing starts from middle.
auto into = std::back_inserter(packed_path);
retrievePackedPathFromSingleHeap<REVERSE_DIRECTION>(reverse_heap, middle, into);
return packed_path;
}
template <bool DIRECTION, typename Algorithm, typename... 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 level = getNodeQueryLevel(partition, node, args...);
if (level >= 1 && !forward_heap.GetData(node).from_clique_arc)
{
if (DIRECTION == FORWARD_DIRECTION)
{
// Shortcuts in forward direction
const auto &cell = cells.GetCell(metric, level, partition.GetCell(level, node));
auto destination = cell.GetDestinationNodes().begin();
for (auto shortcut_weight : cell.GetOutWeight(node))
{
BOOST_ASSERT(destination != cell.GetDestinationNodes().end());
const NodeID to = *destination;
if (shortcut_weight != INVALID_EDGE_WEIGHT && node != to)
{
const EdgeWeight to_weight = weight + shortcut_weight;
BOOST_ASSERT(to_weight >= weight);
if (!forward_heap.WasInserted(to))
{
forward_heap.Insert(to, to_weight, {node, true});
}
else if (to_weight < forward_heap.GetKey(to))
{
forward_heap.GetData(to) = {node, true};
forward_heap.DecreaseKey(to, to_weight);
}
}
++destination;
}
}
else
{
// Shortcuts in backward direction
const auto &cell = cells.GetCell(metric, level, partition.GetCell(level, node));
auto source = cell.GetSourceNodes().begin();
for (auto shortcut_weight : cell.GetInWeight(node))
{
BOOST_ASSERT(source != cell.GetSourceNodes().end());
const NodeID to = *source;
if (shortcut_weight != INVALID_EDGE_WEIGHT && node != to)
{
const EdgeWeight to_weight = weight + shortcut_weight;
BOOST_ASSERT(to_weight >= weight);
if (!forward_heap.WasInserted(to))
{
forward_heap.Insert(to, to_weight, {node, true});
}
else if (to_weight < forward_heap.GetKey(to))
{
forward_heap.GetData(to) = {node, true};
forward_heap.DecreaseKey(to, to_weight);
}
}
++source;
}
}
}
// Boundary edges
for (const auto edge : facade.GetBorderEdgeRange(level, node))
{
const auto &edge_data = facade.GetEdgeData(edge);
if ((DIRECTION == FORWARD_DIRECTION) ? facade.IsForwardEdge(edge)
: facade.IsBackwardEdge(edge))
{
const NodeID to = facade.GetTarget(edge);
if (!facade.ExcludeNode(to) &&
checkParentCellRestriction(partition.GetCell(level + 1, to), args...))
{
const auto node_weight =
facade.GetNodeWeight(DIRECTION == FORWARD_DIRECTION ? node : to);
const auto turn_penalty = facade.GetWeightPenaltyForEdgeID(edge_data.turn_id);
// TODO: BOOST_ASSERT(edge_data.weight == node_weight + turn_penalty);
const EdgeWeight to_weight = weight + node_weight + turn_penalty;
if (!forward_heap.WasInserted(to))
{
forward_heap.Insert(to, to_weight, {node, false});
}
else if (to_weight < forward_heap.GetKey(to))
{
forward_heap.GetData(to) = {node, false};
forward_heap.DecreaseKey(to, to_weight);
}
}
}
}
}
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;
// MLD uses loops forcing only to prune single node paths in forward and/or
// backward direction (there is no need to force loops in MLD but in CH)
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
// edges by recursively descending unpacking the path down to the base graph.
using UnpackedNodes = std::vector<NodeID>;
using UnpackedEdges = std::vector<EdgeID>;
using UnpackedPath = std::tuple<EdgeWeight, UnpackedNodes, UnpackedEdges>;
template <typename Algorithm, typename... Args>
UnpackedPath search(SearchEngineData<Algorithm> &engine_working_data,
const DataFacade<Algorithm> &facade,
typename SearchEngineData<Algorithm>::QueryHeap &forward_heap,
typename SearchEngineData<Algorithm>::QueryHeap &reverse_heap,
const bool force_loop_forward,
const bool force_loop_reverse,
EdgeWeight weight_upper_bound,
Args... args)
{
if (forward_heap.Empty() || reverse_heap.Empty())
{
return std::make_tuple(INVALID_EDGE_WEIGHT, std::vector<NodeID>(), std::vector<EdgeID>());
}
const auto &partition = facade.GetMultiLevelPartition();
BOOST_ASSERT(!forward_heap.Empty() && forward_heap.MinKey() < INVALID_EDGE_WEIGHT);
BOOST_ASSERT(!reverse_heap.Empty() && reverse_heap.MinKey() < INVALID_EDGE_WEIGHT);
// run two-Target Dijkstra routing step.
NodeID middle = SPECIAL_NODEID;
EdgeWeight weight = weight_upper_bound;
EdgeWeight forward_heap_min = forward_heap.MinKey();
EdgeWeight reverse_heap_min = reverse_heap.MinKey();
while (forward_heap.Size() + reverse_heap.Size() > 0 &&
forward_heap_min + reverse_heap_min < weight)
{
if (!forward_heap.Empty())
{
routingStep<FORWARD_DIRECTION>(facade,
forward_heap,
reverse_heap,
middle,
weight,
force_loop_forward,
force_loop_reverse,
args...);
if (!forward_heap.Empty())
forward_heap_min = forward_heap.MinKey();
}
if (!reverse_heap.Empty())
{
routingStep<REVERSE_DIRECTION>(facade,
reverse_heap,
forward_heap,
middle,
weight,
force_loop_reverse,
force_loop_forward,
args...);
if (!reverse_heap.Empty())
reverse_heap_min = reverse_heap.MinKey();
}
};
// No path found for both target nodes?
if (weight >= weight_upper_bound || SPECIAL_NODEID == middle)
{
return std::make_tuple(INVALID_EDGE_WEIGHT, std::vector<NodeID>(), std::vector<EdgeID>());
}
// Get packed path as edges {from node ID, to node ID, from_clique_arc}
auto packed_path = retrievePackedPathFromHeap(forward_heap, reverse_heap, middle);
// Beware the edge case when start, middle, end are all the same.
// In this case we return a single node, no edges. We also don't unpack.
const NodeID source_node = !packed_path.empty() ? std::get<0>(packed_path.front()) : middle;
// Unpack path
std::vector<NodeID> unpacked_nodes;
std::vector<EdgeID> unpacked_edges;
unpacked_nodes.reserve(packed_path.size());
unpacked_edges.reserve(packed_path.size());
unpacked_nodes.push_back(source_node);
for (auto const &packed_edge : packed_path)
{
NodeID source, target;
bool overlay_edge;
std::tie(source, target, overlay_edge) = packed_edge;
if (!overlay_edge)
{ // a base graph edge
unpacked_nodes.push_back(target);
unpacked_edges.push_back(facade.FindEdge(source, target));
}
else
{ // an overlay graph edge
LevelID level = getNodeQueryLevel(partition, source, args...);
CellID parent_cell_id = partition.GetCell(level, source);
BOOST_ASSERT(parent_cell_id == partition.GetCell(level, target));
LevelID sublevel = level - 1;
// Here heaps can be reused, let's go deeper!
forward_heap.Clear();
reverse_heap.Clear();
forward_heap.Insert(source, 0, {source});
reverse_heap.Insert(target, 0, {target});
// TODO: when structured bindings will be allowed change to
// auto [subpath_weight, subpath_source, subpath_target, subpath] = ...
EdgeWeight subpath_weight;
std::vector<NodeID> subpath_nodes;
std::vector<EdgeID> subpath_edges;
std::tie(subpath_weight, subpath_nodes, subpath_edges) = search(engine_working_data,
facade,
forward_heap,
reverse_heap,
force_loop_forward,
force_loop_reverse,
INVALID_EDGE_WEIGHT,
sublevel,
parent_cell_id);
BOOST_ASSERT(!subpath_edges.empty());
BOOST_ASSERT(subpath_nodes.size() > 1);
BOOST_ASSERT(subpath_nodes.front() == source);
BOOST_ASSERT(subpath_nodes.back() == target);
unpacked_nodes.insert(
unpacked_nodes.end(), std::next(subpath_nodes.begin()), subpath_nodes.end());
unpacked_edges.insert(unpacked_edges.end(), subpath_edges.begin(), subpath_edges.end());
}
}
return std::make_tuple(weight, std::move(unpacked_nodes), std::move(unpacked_edges));
}
// Alias to be compatible with the CH-based search
template <typename Algorithm>
inline void search(SearchEngineData<Algorithm> &engine_working_data,
const DataFacade<Algorithm> &facade,
typename SearchEngineData<Algorithm>::QueryHeap &forward_heap,
typename SearchEngineData<Algorithm>::QueryHeap &reverse_heap,
EdgeWeight &weight,
std::vector<NodeID> &unpacked_nodes,
const bool force_loop_forward,
const bool force_loop_reverse,
const PhantomNodes &phantom_nodes,
const EdgeWeight weight_upper_bound = INVALID_EDGE_WEIGHT)
{
// TODO: change search calling interface to use unpacked_edges result
std::tie(weight, unpacked_nodes, std::ignore) = search(engine_working_data,
facade,
forward_heap,
reverse_heap,
force_loop_forward,
force_loop_reverse,
weight_upper_bound,
phantom_nodes);
}
// TODO: refactor CH-related stub to use unpacked_edges
template <typename RandomIter, typename FacadeT>
void unpackPath(const FacadeT &facade,
RandomIter packed_path_begin,
RandomIter packed_path_end,
const PhantomNodes &phantom_nodes,
std::vector<PathData> &unpacked_path)
{
const auto nodes_number = std::distance(packed_path_begin, packed_path_end);
BOOST_ASSERT(nodes_number > 0);
std::vector<NodeID> unpacked_nodes;
std::vector<EdgeID> unpacked_edges;
unpacked_nodes.reserve(nodes_number);
unpacked_edges.reserve(nodes_number);
unpacked_nodes.push_back(*packed_path_begin);
if (nodes_number > 1)
{
util::for_each_pair(
packed_path_begin,
packed_path_end,
[&facade, &unpacked_nodes, &unpacked_edges](const auto from, const auto to) {
unpacked_nodes.push_back(to);
unpacked_edges.push_back(facade.FindEdge(from, to));
});
}
annotatePath(facade, phantom_nodes, unpacked_nodes, unpacked_edges, unpacked_path);
}
template <typename Algorithm>
double getNetworkDistance(SearchEngineData<Algorithm> &engine_working_data,
const DataFacade<Algorithm> &facade,
typename SearchEngineData<Algorithm>::QueryHeap &forward_heap,
typename SearchEngineData<Algorithm>::QueryHeap &reverse_heap,
const PhantomNode &source_phantom,
const PhantomNode &target_phantom,
EdgeWeight weight_upper_bound = INVALID_EDGE_WEIGHT)
{
forward_heap.Clear();
reverse_heap.Clear();
const PhantomNodes phantom_nodes{source_phantom, target_phantom};
insertNodesInHeaps(forward_heap, reverse_heap, phantom_nodes);
EdgeWeight weight = INVALID_EDGE_WEIGHT;
std::vector<NodeID> unpacked_nodes;
std::vector<EdgeID> unpacked_edges;
std::tie(weight, unpacked_nodes, unpacked_edges) = search(engine_working_data,
facade,
forward_heap,
reverse_heap,
DO_NOT_FORCE_LOOPS,
DO_NOT_FORCE_LOOPS,
weight_upper_bound,
phantom_nodes);
if (weight == INVALID_EDGE_WEIGHT)
{
return std::numeric_limits<double>::max();
}
std::vector<PathData> unpacked_path;
annotatePath(facade, phantom_nodes, unpacked_nodes, unpacked_edges, unpacked_path);
return getPathDistance(facade, unpacked_path, source_phantom, target_phantom);
}
} // namespace mld
} // namespace routing_algorithms
} // namespace engine
} // namespace osrm
#endif // OSRM_ENGINE_ROUTING_BASE_MLD_HPP