abstreet/game/src/debug/mod.rs

618 lines
23 KiB
Rust
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mod floodfill;
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mod objects;
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mod polygons;
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use crate::app::{App, ShowLayers, ShowObject};
use crate::common::{tool_panel, CommonState, ContextualActions};
use crate::game::{msg, DrawBaselayer, State, Transition, WizardState};
use crate::helpers::ID;
use crate::managed::{WrappedComposite, WrappedOutcome};
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use crate::render::{calculate_corners, DrawOptions};
use abstutil::Timer;
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use ezgui::{
hotkey, lctrl, Btn, Checkbox, Color, Composite, Drawable, EventCtx, EventLoopMode, GeomBatch,
GfxCtx, HorizontalAlignment, Key, Line, Outcome, Text, VerticalAlignment, Widget, Wizard,
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};
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use geom::Pt2D;
use map_model::{ControlTrafficSignal, NORMAL_LANE_THICKNESS};
use sim::{AgentID, Sim};
use std::collections::HashSet;
pub struct DebugMode {
composite: Composite,
common: CommonState,
tool_panel: WrappedComposite,
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objects: objects::ObjectDebugger,
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hidden: HashSet<ID>,
layers: ShowLayers,
search_results: Option<SearchResults>,
all_routes: Option<(usize, Drawable)>,
highlighted_agents: Option<(ID, Drawable)>,
}
impl DebugMode {
pub fn new(ctx: &mut EventCtx, app: &App) -> DebugMode {
DebugMode {
composite: Composite::new(
Widget::col(vec![
Widget::row(vec![
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Line("Debug Mode").small_heading().draw(ctx),
Btn::text_fg("X")
.build(ctx, "close", hotkey(Key::Escape))
.align_right(),
]),
Text::new().draw(ctx).named("current info"),
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Checkbox::text(ctx, "show buildings", hotkey(Key::Num1), true).margin_below(5),
Checkbox::text(ctx, "show intersections", hotkey(Key::Num2), true)
.margin_below(5),
Checkbox::text(ctx, "show lanes", hotkey(Key::Num3), true).margin_below(5),
Checkbox::text(ctx, "show areas", hotkey(Key::Num4), true).margin_below(5),
Checkbox::text(ctx, "show labels", hotkey(Key::Num5), false).margin_below(5),
Checkbox::text(ctx, "show route for all agents", hotkey(Key::R), false)
.margin_below(5),
Widget::col(
vec![
(lctrl(Key::H), "unhide everything"),
(None, "screenshot everything"),
(hotkey(Key::Slash), "search OSM metadata"),
(lctrl(Key::Slash), "clear OSM search results"),
(hotkey(Key::O), "save sim state"),
(hotkey(Key::Y), "load previous sim state"),
(hotkey(Key::U), "load next sim state"),
(None, "pick a savestate to load"),
(None, "find bad traffic signals"),
]
.into_iter()
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.map(|(key, action)| {
Btn::text_fg(action).build_def(ctx, key).margin_below(5)
})
.collect(),
),
])
.padding(10)
.bg(app.cs.panel_bg),
)
.aligned(HorizontalAlignment::Right, VerticalAlignment::Top)
.build(ctx),
common: CommonState::new(),
tool_panel: tool_panel(ctx, app),
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objects: objects::ObjectDebugger::new(),
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hidden: HashSet::new(),
layers: ShowLayers::new(),
search_results: None,
all_routes: None,
highlighted_agents: None,
}
}
fn reset_info(&mut self, ctx: &mut EventCtx) {
let mut txt = Text::new();
if !self.hidden.is_empty() {
txt.add(Line(format!("Hiding {} things", self.hidden.len())));
}
if let Some(ref results) = self.search_results {
txt.add(Line(format!(
"Search for {} has {} results",
results.query, results.num_matches
)));
}
if let Some((n, _)) = self.all_routes {
txt.add(Line(format!(
"Showing {} routes",
abstutil::prettyprint_usize(n)
)));
}
self.composite
.replace(ctx, "current info", txt.draw(ctx).named("current info"));
}
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}
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impl State for DebugMode {
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fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
ctx.canvas_movement();
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if ctx.redo_mouseover() {
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app.primary.current_selection =
app.calculate_current_selection(ctx, &app.primary.sim, self, true, false, false);
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}
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match self.composite.event(ctx) {
Some(Outcome::Clicked(x)) => match x.as_ref() {
"close" => {
return Transition::Pop;
}
"save sim state" => {
ctx.loading_screen("savestate", |_, timer| {
timer.start("save sim state");
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app.primary.sim.save();
timer.stop("save sim state");
});
}
"load previous sim state" => {
if let Some(t) =
ctx.loading_screen("load previous savestate", |ctx, mut timer| {
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let prev_state = app
.primary
.sim
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.find_previous_savestate(app.primary.sim.time());
match prev_state.clone().and_then(|path| {
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Sim::load_savestate(path, &app.primary.map, &mut timer).ok()
}) {
Some(new_sim) => {
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app.primary.sim = new_sim;
app.recalculate_current_selection(ctx);
None
}
None => Some(Transition::Push(msg(
"Error",
vec![format!(
"Couldn't load previous savestate {:?}",
prev_state
)],
))),
}
})
{
return t;
}
}
"load next sim state" => {
if let Some(t) = ctx.loading_screen("load next savestate", |ctx, mut timer| {
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let next_state =
app.primary.sim.find_next_savestate(app.primary.sim.time());
match next_state.clone().and_then(|path| {
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Sim::load_savestate(path, &app.primary.map, &mut timer).ok()
}) {
Some(new_sim) => {
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app.primary.sim = new_sim;
app.recalculate_current_selection(ctx);
None
}
None => Some(Transition::Push(msg(
"Error",
vec![format!("Couldn't load next savestate {:?}", next_state)],
))),
}
}) {
return t;
}
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}
"pick a savestate to load" => {
return Transition::Push(WizardState::new(Box::new(load_savestate)));
}
"unhide everything" => {
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self.hidden.clear();
app.primary.current_selection = app.calculate_current_selection(
ctx,
&app.primary.sim,
self,
true,
false,
false,
);
self.reset_info(ctx);
}
"search OSM metadata" => {
return Transition::Push(WizardState::new(Box::new(search_osm)));
}
"clear OSM search results" => {
self.search_results = None;
self.reset_info(ctx);
}
"screenshot everything" => {
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let bounds = app.primary.map.get_bounds();
assert!(bounds.min_x == 0.0 && bounds.min_y == 0.0);
return Transition::KeepWithMode(EventLoopMode::ScreenCaptureEverything {
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dir: abstutil::path_pending_screenshots(app.primary.map.get_name()),
zoom: 3.0,
max_x: bounds.max_x,
max_y: bounds.max_y,
});
}
"find bad traffic signals" => {
find_bad_signals(app);
}
_ => unreachable!(),
},
None => {}
}
// TODO We should really recalculate current_selection when these change. Meh.
self.layers.show_buildings = self.composite.is_checked("show buildings");
self.layers.show_intersections = self.composite.is_checked("show intersections");
self.layers.show_lanes = self.composite.is_checked("show lanes");
self.layers.show_areas = self.composite.is_checked("show areas");
self.layers.show_labels = self.composite.is_checked("show labels");
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if self.composite.is_checked("show route for all agents") {
if self.all_routes.is_none() {
self.all_routes = Some(calc_all_routes(ctx, app));
self.reset_info(ctx);
}
} else {
if self.all_routes.is_some() {
self.all_routes = None;
self.reset_info(ctx);
}
}
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match app.primary.current_selection {
Some(ID::Intersection(_)) | Some(ID::Car(_)) => {
let id = app.primary.current_selection.clone().unwrap();
if self
.highlighted_agents
.as_ref()
.map(|(x, _)| *x != id)
.unwrap_or(true)
{
let mut batch = GeomBatch::new();
let agents = match id {
ID::Intersection(i) => app.primary.sim.get_accepted_agents(i),
ID::Car(c) => app.primary.sim.get_blocked_by(AgentID::Car(c)),
_ => unreachable!(),
};
for a in agents {
batch.push(
Color::PURPLE,
app.primary
.draw_map
.get_obj(
ID::from_agent(a),
app,
&mut app.primary.draw_map.agents.borrow_mut(),
ctx.prerender,
)
.unwrap()
.get_outline(&app.primary.map),
);
}
self.highlighted_agents = Some((id, ctx.upload(batch)));
}
}
_ => {
self.highlighted_agents = None;
}
}
self.objects.event(ctx);
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if let Some(t) = self.common.event(ctx, app, &mut Actions {}) {
return t;
}
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match self.tool_panel.event(ctx, app) {
Some(WrappedOutcome::Transition(t)) => t,
Some(WrappedOutcome::Clicked(x)) => match x.as_ref() {
"back" => Transition::Pop,
_ => unreachable!(),
},
None => Transition::Keep,
}
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}
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fn draw_baselayer(&self) -> DrawBaselayer {
DrawBaselayer::Custom
}
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fn draw(&self, g: &mut GfxCtx, app: &App) {
let mut opts = DrawOptions::new();
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opts.label_buildings = self.layers.show_labels;
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app.draw(g, opts, &app.primary.sim, self);
if let Some(ref results) = self.search_results {
g.redraw(&results.draw);
}
if let Some((_, ref draw)) = self.highlighted_agents {
g.redraw(draw);
}
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self.objects.draw(g, app);
if let Some((_, ref draw)) = self.all_routes {
g.redraw(draw);
}
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if !g.is_screencap() {
self.composite.draw(g);
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self.common.draw(g, app);
self.tool_panel.draw(g);
}
}
}
impl ShowObject for DebugMode {
fn show(&self, obj: &ID) -> bool {
if self.hidden.contains(obj) {
return false;
}
match obj {
ID::Road(_) | ID::Lane(_) => self.layers.show_lanes,
ID::Building(_) => self.layers.show_buildings,
ID::Intersection(_) => self.layers.show_intersections,
ID::Area(_) => self.layers.show_areas,
_ => true,
}
}
fn layers(&self) -> &ShowLayers {
&self.layers
}
}
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fn search_osm(wiz: &mut Wizard, ctx: &mut EventCtx, app: &mut App) -> Option<Transition> {
let filter = wiz.wrap(ctx).input_string("Search for what?")?;
let mut num_matches = 0;
let mut batch = GeomBatch::new();
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// TODO Case insensitive
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let map = &app.primary.map;
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let color = Color::RED;
for r in map.all_roads() {
if r.osm_tags
.iter()
.any(|(k, v)| format!("{} = {}", k, v).contains(&filter))
{
num_matches += 1;
batch.push(color, r.get_thick_polygon(map).unwrap());
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}
}
for a in map.all_areas() {
if a.osm_tags
.iter()
.any(|(k, v)| format!("{} = {}", k, v).contains(&filter))
{
num_matches += 1;
batch.push(color, a.polygon.clone());
}
}
let results = SearchResults {
query: filter,
num_matches,
draw: batch.upload(ctx),
};
Some(Transition::PopWithData(Box::new(|state, ctx, _| {
let mut mode = state.downcast_mut::<DebugMode>().unwrap();
mode.search_results = Some(results);
mode.reset_info(ctx);
})))
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}
struct SearchResults {
query: String,
num_matches: usize,
draw: Drawable,
}
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fn load_savestate(wiz: &mut Wizard, ctx: &mut EventCtx, app: &mut App) -> Option<Transition> {
let ss = wiz.wrap(ctx).choose_string("Load which savestate?", || {
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abstutil::list_all_objects(app.primary.sim.save_dir())
})?;
// TODO Oh no, we have to do path construction here :(
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let ss_path = format!("{}/{}.bin", app.primary.sim.save_dir(), ss);
ctx.loading_screen("load savestate", |ctx, mut timer| {
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app.primary.sim = Sim::load_savestate(ss_path, &app.primary.map, &mut timer)
.expect("Can't load savestate");
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app.recalculate_current_selection(ctx);
});
Some(Transition::Pop)
}
fn calc_all_routes(ctx: &EventCtx, app: &mut App) -> (usize, Drawable) {
let agents = app.primary.sim.active_agents();
let mut batch = GeomBatch::new();
let mut cnt = 0;
let sim = &app.primary.sim;
let map = &app.primary.map;
for maybe_trace in
Timer::new("calculate all routes").parallelize("route to geometry", agents, |id| {
sim.trace_route(id, map, None)
.map(|trace| trace.make_polygons(NORMAL_LANE_THICKNESS))
})
{
if let Some(t) = maybe_trace {
cnt += 1;
batch.push(app.cs.route, t);
}
}
(cnt, ctx.upload(batch))
}
struct Actions;
impl ContextualActions for Actions {
fn actions(&self, app: &App, id: ID) -> Vec<(Key, String)> {
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let mut actions = vec![(Key::D, "debug".to_string())];
match id {
ID::Lane(l) => {
actions.push((Key::H, "hide this".to_string()));
if app.primary.map.get_l(l).lane_type.supports_any_movement() {
actions.push((Key::F, "floodfill from this lane".to_string()));
actions.push((Key::S, "show strongly-connected components".to_string()));
}
actions.push((Key::X, "debug lane geometry".to_string()));
actions.push((Key::F2, "debug lane triangles geometry".to_string()));
}
ID::Intersection(_) => {
actions.push((Key::H, "hide this".to_string()));
actions.push((Key::X, "debug intersection geometry".to_string()));
actions.push((Key::F2, "debug sidewalk corners".to_string()));
}
ID::Car(_) => {
actions.push((Key::Backspace, "forcibly kill this car".to_string()));
actions.push((Key::G, "find front of blockage".to_string()));
}
ID::Area(_) => {
actions.push((Key::X, "debug area geometry".to_string()));
actions.push((Key::F2, "debug area triangles".to_string()));
}
ID::ParkingLot(_) => {
actions.push((Key::H, "hide this".to_string()));
}
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_ => {}
}
actions
}
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fn execute(
&mut self,
ctx: &mut EventCtx,
app: &mut App,
id: ID,
action: String,
close_info: &mut bool,
) -> Transition {
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match (id, action.as_ref()) {
(id, "hide this") => Transition::KeepWithData(Box::new(|state, ctx, app| {
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let mode = state.downcast_mut::<DebugMode>().unwrap();
println!("Hiding {:?}", id);
app.primary.current_selection = None;
mode.hidden.insert(id);
mode.reset_info(ctx);
})),
(id, "debug") => {
*close_info = false;
objects::ObjectDebugger::dump_debug(id, &app.primary.map, &app.primary.sim);
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Transition::Keep
}
(ID::Car(c), "forcibly kill this car") => {
app.primary.sim.kill_stuck_car(c, &app.primary.map);
app.primary
.sim
.tiny_step(&app.primary.map, &mut app.primary.sim_cb);
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app.primary.current_selection = None;
Transition::Keep
}
(ID::Car(c), "find front of blockage") => Transition::Push(msg(
"Blockage results",
vec![format!(
"{} is ultimately blocked by {}",
c,
app.primary.sim.find_blockage_front(c, &app.primary.map)
)],
)),
(ID::Lane(l), "floodfill from this lane") => {
Transition::Push(floodfill::Floodfiller::floodfill(ctx, app, l))
}
(ID::Lane(l), "show strongly-connected components") => {
Transition::Push(floodfill::Floodfiller::scc(ctx, app, l))
}
(ID::Intersection(i), "debug intersection geometry") => {
let pts = app.primary.map.get_i(i).polygon.points();
let mut pts_without_last = pts.clone();
pts_without_last.pop();
Transition::Push(polygons::PolygonDebugger::new(
ctx,
app,
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"point",
pts.iter().map(|pt| polygons::Item::Point(*pt)).collect(),
Some(Pt2D::center(&pts_without_last)),
))
}
(ID::Intersection(i), "debug sidewalk corners") => {
Transition::Push(polygons::PolygonDebugger::new(
ctx,
app,
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"corner",
calculate_corners(
app.primary.map.get_i(i),
&app.primary.map,
&mut Timer::new("calculate corners"),
)
.into_iter()
.map(|poly| polygons::Item::Polygon(poly))
.collect(),
None,
))
}
(ID::Lane(l), "debug lane geometry") => {
Transition::Push(polygons::PolygonDebugger::new(
ctx,
app,
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"point",
app.primary
.map
.get_l(l)
.lane_center_pts
.points()
.iter()
.map(|pt| polygons::Item::Point(*pt))
.collect(),
None,
))
}
(ID::Lane(l), "debug lane triangles geometry") => {
Transition::Push(polygons::PolygonDebugger::new(
ctx,
app,
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"triangle",
app.primary
.draw_map
.get_l(l)
.polygon
.triangles()
.into_iter()
.map(|tri| polygons::Item::Triangle(tri))
.collect(),
None,
))
}
(ID::Area(a), "debug area geometry") => {
let pts = &app.primary.map.get_a(a).polygon.points();
let center = if pts[0] == *pts.last().unwrap() {
// TODO The center looks really wrong for Volunteer Park and others, but I
// think it's because they have many points along some edges.
Pt2D::center(&pts.iter().skip(1).cloned().collect())
} else {
Pt2D::center(pts)
};
Transition::Push(polygons::PolygonDebugger::new(
ctx,
app,
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"point",
pts.iter().map(|pt| polygons::Item::Point(*pt)).collect(),
Some(center),
))
}
(ID::Area(a), "debug area triangles") => {
Transition::Push(polygons::PolygonDebugger::new(
ctx,
app,
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"triangle",
app.primary
.map
.get_a(a)
.polygon
.triangles()
.into_iter()
.map(|tri| polygons::Item::Triangle(tri))
.collect(),
None,
))
}
_ => unreachable!(),
}
}
fn is_paused(&self) -> bool {
true
}
}
fn find_bad_signals(app: &App) {
println!("Bad traffic signals:");
for i in app.primary.map.all_intersections() {
if i.is_traffic_signal() {
let first = &ControlTrafficSignal::get_possible_policies(
&app.primary.map,
i.id,
&mut Timer::throwaway(),
)[0]
.0;
if first == "phase per road" || first == "arbitrary assignment" {
println!("- {}", i.id);
ControlTrafficSignal::brute_force(&app.primary.map, i.id);
}
}
}
}