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286 lines
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286 lines
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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" class="active"><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"><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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<div id="content" class="content">
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<main>
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<h1><a class="header" href="#data-organization" id="data-organization">Data organization</a></h1>
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<p>A/B Street includes lots of large binary files to represent converted maps,
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scenarios, and prebaked simulation results. The files are too large to store in
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git, but the files are still logically tied to a version of the code, since the
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format sometimes changes. Additionally, all of the files are too large to
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include in the .zip release that most people use, but it should still be
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possible for players to download the optional content. Also, there are different
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versions of the game floating around, on native and web, that have to be
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associated with the proper version of these files.</p>
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<p>It's all slightly confusing, so this page describes how it all works.</p>
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<h2><a class="header" href="#the-data-itself" id="the-data-itself">The data itself</a></h2>
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<p>If you peek into the <code>data/</code> directory, it's mainly split into 3 subdirectories.
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<code>system/</code> is used when running the game and is the subject of this page.
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<code>input/</code> is used to store input and intermediate files for importing maps, and
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only developers running the importer should care about it. <code>player/</code> contains
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local settings, map edits, and other data created in-game.</p>
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<p><code>data/MANIFEST.json</code> is a listing of all files in <code>data/system/</code>, along with
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their size and md5sum. Different tools compare this manifest to the local
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filesystem to figure out what to do.</p>
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<p>There are also some other scripts and files in <code>data/</code>, but they should probably
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be moved.</p>
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<h2><a class="header" href="#where-the-data-is-stored" id="where-the-data-is-stored">Where the data is stored</a></h2>
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<p><code>data/system/</code> and <code>data/input/</code> are stored in Amazon S3, at
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http://abstreet.s3-website.us-east-2.amazonaws.com. This S3 bucket is organized
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into versions: <code>dev</code>, <code>0.2.17</code>, <code>0.2.18</code>, etc. <code>dev</code> represents the latest
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version of all data files. The numbered versions correspond to
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<a href="https://github.com/dabreegster/abstreet/releases">releases</a> and only contain
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<code>data/system/</code>, not <code>data/input/</code>. Depending how large these directories grow
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over time, I'll commit to keeping around at least 3 of the previous numbered
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versions, but I might delete older ones after that.</p>
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<p>In lieu of a proper document for the release process, the commands used to make
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a versioned copy of the data are something like:</p>
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<pre><code>aws s3 cp --recursive s3://abstreet/dev/data/system s3://abstreet/0.2.17/data/system
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</code></pre>
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<h2><a class="header" href="#native-running-from-source" id="native-running-from-source">Native, running from source</a></h2>
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<p>For people building the game <a href="index.html">from source</a>, the process to keep data
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files fresh is to <code>cargo run --bin updater</code>. This tool calculates md5sums of all
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local files, then compares it with the checked-in <code>data/MANIFEST.json</code>. Any
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difference results in a local file being deleted or a new file from S3 being
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downloaded. By editing <code>data/player/data.json</code> manually or using the UI in the
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game (found by loading a map, then choosing to download more maps), somebody can
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opt into downloading "extra/optional" cities.</p>
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<h2><a class="header" href="#native-running-from-a-release-zip" id="native-running-from-a-release-zip">Native, running from a release .zip</a></h2>
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<p>When the weekly .zip binary release for Mac, Linux, and Windows is produced, the
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<code>game</code> crate is built with <code>--features release_s3</code>. When the downloader UI is
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opened in-game, this causes downloads to occur from a versioned S3 directory,
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like <code>0.2.17</code>, depending on the version string compiled into the game at that
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time. So somebody can run off the weekly release, opt into more cities, and get
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the correct version of the files, even if the format has changed in <code>/dev/</code>
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since then.</p>
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<h2><a class="header" href="#web-running-locally" id="web-running-locally">Web, running locally</a></h2>
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<p>The strategy for managing files gets more interested when the game is compiled
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to WebAssembly, since browsers can't read from the local filesystem.
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<code>game/src/load.rs</code> contains some crazy tricks to instead make asynchronous HTTP
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requests through the browser. When using <code>game/run_web.sh</code>, the files are served
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through a local HTTP server and symlinked to the local copy of <code>data/system/</code>.</p>
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<p>Not all files are loaded through HTTP; some are actually statically compiled
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into the <code>.wasm</code> file itself! <code>abstutil/src/io_web.rs</code> does this magic using the
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<code>include_dir</code> crate. Only a few critical large files, needed at startup, are
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included. There's an IO layer for listing and reading files that, on web, merges
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results from the bundled-in files and the remote files that're declared to exist
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in the bundled-in copy of <code>data/MANIFEST.json</code>.</p>
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<h2><a class="header" href="#web-from-s3" id="web-from-s3">Web, from S3</a></h2>
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<p>Everything's the same, except building with <code>--features wasm_s3</code> causes the game
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to make HTTP requests to the S3 bucket, instead of localhost. The web version
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always pins to <code>/dev</code>, never a release version of the data, since the web client
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is always updated along with the data, for now.</p>
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