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<ol class="chapter"><li class="chapter-item expanded "><a href="../index.html"><strong aria-hidden="true">1.</strong> Overview</a></li><li class="chapter-item expanded "><a href="../howto/index.html"><strong aria-hidden="true">2.</strong> Instructions</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../howto/map_parking.html"><strong aria-hidden="true">2.1.</strong> How to map on-street parking</a></li><li class="chapter-item expanded "><a href="../howto/new_city.html"><strong aria-hidden="true">2.2.</strong> Importing a new city</a></li></ol></li><li class="chapter-item expanded "><a href="../how_it_works.html"><strong aria-hidden="true">3.</strong> How it works</a></li><li class="chapter-item expanded "><a href="../case_studies/index.html"><strong aria-hidden="true">4.</strong> Case studies</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../case_studies/lake_wash.html"><strong aria-hidden="true">4.1.</strong> Lake Washington Blvd Stay Healthy Street</a></li><li class="chapter-item expanded "><a href="../case_studies/west_seattle.html"><strong aria-hidden="true">4.2.</strong> West Seattle mitigations</a></li><li class="spacer"></li></ol></li><li class="chapter-item expanded "><a href="../dev/index.html"><strong aria-hidden="true">5.</strong> Developer guide</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../dev/misc_tricks.html"><strong aria-hidden="true">5.1.</strong> Misc developer tricks</a></li><li class="chapter-item expanded "><a href="../dev/api.html"><strong aria-hidden="true">5.2.</strong> API</a></li><li class="chapter-item expanded "><a href="../dev/testing.html"><strong aria-hidden="true">5.3.</strong> Testing</a></li><li class="chapter-item expanded "><a href="../dev/mass_import.html"><strong aria-hidden="true">5.4.</strong> Importing many maps</a></li><li class="chapter-item expanded "><a href="../dev/data.html"><strong aria-hidden="true">5.5.</strong> Data organization</a></li></ol></li><li class="chapter-item expanded "><a href="../map/index.html"><strong aria-hidden="true">6.</strong> Map model</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../map/details.html"><strong aria-hidden="true">6.1.</strong> Details</a></li><li class="chapter-item expanded "><a href="../map/importing/index.html"><strong aria-hidden="true">6.2.</strong> Importing</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../map/importing/convert_osm.html"><strong aria-hidden="true">6.2.1.</strong> convert_osm</a></li><li class="chapter-item expanded "><a href="../map/importing/geometry.html"><strong aria-hidden="true">6.2.2.</strong> Road/intersection geometry</a></li><li class="chapter-item expanded "><a href="../map/importing/rest.html"><strong aria-hidden="true">6.2.3.</strong> The rest</a></li><li class="chapter-item expanded "><a href="../map/importing/misc.html"><strong aria-hidden="true">6.2.4.</strong> Misc</a></li></ol></li><li class="chapter-item expanded "><a href="../map/edits.html" class="active"><strong aria-hidden="true">6.3.</strong> Live edits</a></li><li class="chapter-item expanded "><a href="../map/platform.html"><strong aria-hidden="true">6.4.</strong> Exporting</a></li></ol></li><li class="chapter-item expanded "><a href="../trafficsim/index.html"><strong aria-hidden="true">7.</strong> Traffic simulation</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../trafficsim/discrete_event.html"><strong aria-hidden="true">7.1.</strong> Discrete event simulation</a></li><li class="chapter-item expanded "><a href="../trafficsim/travel_demand.html"><strong aria-hidden="true">7.2.</strong> Travel demand</a></li><li class="chapter-item expanded "><a href="../trafficsim/gridlock.html"><strong aria-hidden="true">7.3.</strong> Gridlock</a></li><li class="chapter-item expanded "><a href="../trafficsim/trips.html"><strong aria-hidden="true">7.4.</strong> Multi-modal trips</a></li><li class="chapter-item expanded "><a href="../trafficsim/live_edits.html"><
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<h1 class="menu-title">A/B Street</h1>
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<h1><a class="header" href="#live-edits" id="live-edits">Live edits</a></h1>
<p>A key feature of A/B Street is the player editing the map and seeing how traffic
responds. The possible edits include:</p>
<ul>
<li>Change lane types (driving, bus, bike, parking -- sidewalks are fixed)</li>
<li>Change speed limits</li>
<li>Reverse a lane</li>
<li>Change a stop sign policy (which roads have a stop sign and which have
priority)</li>
<li>Change a traffic signal policy</li>
</ul>
<p>The map conversion process outlined above takes a few minutes, so reusing this
process directly to compute a map with edits wouldn't work at all for real
gameplay. Instead, the process for applying edits is incremental:</p>
<ul>
<li>Figure out the actual diff between edits and the current map
<ul>
<li>This is necessary for correctness, but also speeds up a sequence of edits
made in the UI -- only one or two lanes or intersections actually changes
each time. Of course when loading some saved edits, lots of things might
change.</li>
</ul>
</li>
<li>For any changed roads, make sure any bus stop on it have a good pointer to
their equivalent driving position for the bus.</li>
<li>For any modified intersections, recompute turns and the default intersection
policies</li>
<li>Recompute all the CHs for cars, buses, and bikes -- note sidewalks and bus
stops never change
<ul>
<li>This is the slowest step. Critically, the <code>fast_paths</code> crate lets a previous
node ordering be reused. If just a few edge weights change, then recomputing
is much faster than starting from scratch.</li>
<li>While making edits in the UI, we don't actually need to recompute the CH
after every little tweak. When the player exits edit mode, only then do we
recompute everything.</li>
</ul>
</li>
</ul>
<p>A list of lanes and intersections actually modified is then returned to the
drawing layer, which uploads new geometry to the GPU accordingly.</p>
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