From ca4ea8c57e744cf1cf9df1e8cb24c3f0ef61811a Mon Sep 17 00:00:00 2001 From: dabreegster Date: Thu, 8 Jul 2021 04:29:25 +0000 Subject: [PATCH] deploy: c5113b868c7e42b3f7e4ff98f25b92eb3503e65c --- .../game/challenges/prebake/fn.prebake.html | 2 +- rustdoc/game/challenges/prebake/index.html | 2 +- .../prebake/struct.PrebakeSummary.html | 7 ++++--- .../built_info/constant.BUILT_TIME_UTC.html | 2 +- rustdoc/search-index.js | 4 ++-- rustdoc/sim/mechanics/driving/index.html | 2 +- .../driving/struct.DrivingSimState.html | 18 +++++++++--------- rustdoc/sim/struct.CarID.html | 2 +- rustdoc/src/game/challenges/prebake.rs.html | 4 ++++ .../game-b46195c1bf7e0216/out/built.rs.html | 2 +- rustdoc/src/sim/mechanics/driving.rs.html | 14 ++++---------- 11 files changed, 29 insertions(+), 30 deletions(-) diff --git a/rustdoc/game/challenges/prebake/fn.prebake.html b/rustdoc/game/challenges/prebake/fn.prebake.html index 8e11b113da..c9b9f5a695 100644 --- a/rustdoc/game/challenges/prebake/fn.prebake.html +++ b/rustdoc/game/challenges/prebake/fn.prebake.html @@ -1,5 +1,5 @@ prebake in game::challenges::prebake - Rust

Function game::challenges::prebake::prebake[][src]

fn prebake(
    map: &Map,
    scenario: Scenario,
    opts: Option<SimOptions>,
    timer: &mut Timer<'_>
) -> PrebakeSummary
+ Change settings

Function game::challenges::prebake::prebake[][src]

fn prebake(
    map: &Map,
    scenario: Scenario,
    opts: Option<SimOptions>,
    timer: &mut Timer<'_>
) -> PrebakeSummary
\ No newline at end of file diff --git a/rustdoc/game/challenges/prebake/index.html b/rustdoc/game/challenges/prebake/index.html index 8954aacfeb..fd755cc18b 100644 --- a/rustdoc/game/challenges/prebake/index.html +++ b/rustdoc/game/challenges/prebake/index.html @@ -1,7 +1,7 @@ game::challenges::prebake - Rust

Module game::challenges::prebake[][src]

Structs

+ Change settings

Module game::challenges::prebake[][src]

Structs

PrebakeSummary

Functions

prebake
prebake_all

Simulate a curated list of scenarios to completion, and save the analytics as “prebaked results,” to later compare simulation metrics against the baseline without map edits.

diff --git a/rustdoc/game/challenges/prebake/struct.PrebakeSummary.html b/rustdoc/game/challenges/prebake/struct.PrebakeSummary.html index de98386a70..6026d94161 100644 --- a/rustdoc/game/challenges/prebake/struct.PrebakeSummary.html +++ b/rustdoc/game/challenges/prebake/struct.PrebakeSummary.html @@ -1,13 +1,14 @@ PrebakeSummary in game::challenges::prebake - Rust -

Struct game::challenges::prebake::PrebakeSummary[][src]

struct PrebakeSummary {
+

Struct game::challenges::prebake::PrebakeSummary[][src]

struct PrebakeSummary {
     map: String,
+    scenario: String,
     finished_trips: usize,
     cancelled_trips: usize,
     total_trip_duration_seconds: f64,
 }

- Fields

map: Stringfinished_trips: usizecancelled_trips: usizetotal_trip_duration_seconds: f64

Trait Implementations

impl Serialize for PrebakeSummary[src]

Simulates vehicles!

- Fields

cars: FixedMap<CarID, Car>queues: HashMap<Traversable, Queue>events: Vec<Event>waiting_to_spawn: BTreeMap<CarID, (Position, Option<PersonID>)>recalc_lanechanging: boolhandle_uber_turns: booltime_to_unpark_onstreet: Durationtime_to_park_onstreet: Durationtime_to_unpark_offstreet: Durationtime_to_park_offstreet: Duration

Implementations

impl DrivingSimState[src]

pub fn new(map: &Map, opts: &SimOptions) -> DrivingSimState[src]

pub fn start_car_on_lane(
    &mut self,
    now: Time,
    params: CreateCar,
    ctx: &mut Ctx<'_>
) -> Option<CreateCar>
[src]

None if it worked, otherwise returns the CreateCar unmodified for possible retry.

+ Fieldscars: FixedMap<CarID, Car>queues: HashMap<Traversable, Queue>events: Vec<Event>waiting_to_spawn: BTreeMap<CarID, (Position, Option<PersonID>)>recalc_lanechanging: boolhandle_uber_turns: booltime_to_unpark_onstreet: Durationtime_to_park_onstreet: Durationtime_to_unpark_offstreet: Durationtime_to_park_offstreet: Duration

Implementations

impl DrivingSimState[src]

pub fn new(map: &Map, opts: &SimOptions) -> DrivingSimState[src]

pub fn start_car_on_lane(
    &mut self,
    now: Time,
    params: CreateCar,
    ctx: &mut Ctx<'_>
) -> Option<CreateCar>
[src]

None if it worked, otherwise returns the CreateCar unmodified for possible retry.

pub fn vehicle_waiting_to_spawn(
    &mut self,
    id: CarID,
    pos: Position,
    person: Option<PersonID>
)
[src]

If start_car_on_lane fails and a retry is scheduled, this is an idempotent way to mark the vehicle as active, but waiting to spawn.

pub fn update_car(
    &mut self,
    id: CarID,
    now: Time,
    ctx: &mut Ctx<'_>,
    trips: &mut TripManager,
    transit: &mut TransitSimState,
    walking: &mut WalkingSimState
)
[src]

State transitions for this car:

@@ -33,22 +33,22 @@ has entered/exiting a queue. This car might have reached the router’s end distance, but maybe not – might actually be stuck behind other cars. We have to calculate the distances right now to be sure.

-

fn update_car_without_distances(
    &mut self,
    car: &mut Car,
    now: Time,
    ctx: &mut Ctx<'_>,
    transit: &mut TransitSimState
) -> bool
[src]

fn update_car_with_distances(
    &mut self,
    car: &mut Car,
    dists: &[QueueEntry],
    idx: usize,
    now: Time,
    ctx: &mut Ctx<'_>,
    trips: &mut TripManager,
    transit: &mut TransitSimState,
    walking: &mut WalkingSimState
) -> bool
[src]

pub fn delete_car(&mut self, c: CarID, now: Time, ctx: &mut Ctx<'_>) -> Vehicle[src]

Abruptly remove a vehicle from the simulation. They may be in any arbitrary state, like in +

fn update_car_without_distances(
    &mut self,
    car: &mut Car,
    now: Time,
    ctx: &mut Ctx<'_>,
    transit: &mut TransitSimState
) -> bool
[src]

fn update_car_with_distances(
    &mut self,
    car: &mut Car,
    dists: &[QueueEntry],
    idx: usize,
    now: Time,
    ctx: &mut Ctx<'_>,
    trips: &mut TripManager,
    transit: &mut TransitSimState,
    walking: &mut WalkingSimState
) -> bool
[src]

pub fn delete_car(&mut self, c: CarID, now: Time, ctx: &mut Ctx<'_>) -> Vehicle[src]

Abruptly remove a vehicle from the simulation. They may be in any arbitrary state, like in the middle of a turn or parking.

-

fn delete_car_internal(
    &mut self,
    car: &mut Car,
    dists: Vec<QueueEntry>,
    idx: usize,
    now: Time,
    ctx: &mut Ctx<'_>
)
[src]

fn update_follower(
    &mut self,
    idx_leader: usize,
    dists: &[QueueEntry],
    now: Time,
    ctx: &mut Ctx<'_>
)
[src]

After a leader (maybe an active vehicle, maybe a static blockage) gets out of the way, +

fn delete_car_internal(
    &mut self,
    car: &mut Car,
    dists: Vec<QueueEntry>,
    idx: usize,
    now: Time,
    ctx: &mut Ctx<'_>
)
[src]

fn update_follower(
    &mut self,
    idx_leader: usize,
    dists: &[QueueEntry],
    now: Time,
    ctx: &mut Ctx<'_>
)
[src]

After a leader (maybe an active vehicle, maybe a static blockage) gets out of the way, update the follower so that they don’t suddenly jump forwards.

-

pub fn update_laggy_head(&mut self, id: CarID, now: Time, ctx: &mut Ctx<'_>)[src]

fn trim_last_steps(
    &mut self,
    car: &mut Car,
    now: Time,
    n: usize,
    ctx: &mut Ctx<'_>
)
[src]

fn pick_overtaking_lane(&self, car: &Car, map: &Map) -> Option<LaneID>[src]

If the car wants to over-take somebody, what adjacent lane should they use?

+

pub fn update_laggy_head(&mut self, id: CarID, now: Time, ctx: &mut Ctx<'_>)[src]

fn trim_last_steps(
    &mut self,
    car: &mut Car,
    now: Time,
    n: usize,
    ctx: &mut Ctx<'_>
)
[src]

fn pick_overtaking_lane(&self, car: &Car, map: &Map) -> Option<LaneID>[src]

If the car wants to over-take somebody, what adjacent lane should they use?

  • The lane must be in the same direction as the current; no support for crossing the road’s yellow line yet.
  • Prefer passing on the left (for DrivingSide::Right) For now, just pick one candidate lane, even if both might be usable.
-

fn try_start_lc(
    &mut self,
    car: &mut Car,
    front_current_queue: Distance,
    idx_in_current_queue: usize,
    target_lane: LaneID,
    now: Time,
    ctx: &mut Ctx<'_>
)
[src]

pub fn collect_events(&mut self) -> Vec<Event>[src]

pub fn handle_live_edits(&mut self, map: &Map)[src]

impl DrivingSimState[src]

pub fn get_unzoomed_agents(&self, now: Time, map: &Map) -> Vec<UnzoomedAgent>[src]

Note the ordering of results is non-deterministic!

-

pub fn does_car_exist(&self, id: CarID) -> bool[src]

pub fn get_all_draw_cars(
    &self,
    now: Time,
    map: &Map,
    transit: &TransitSimState
) -> Vec<DrawCarInput>
[src]

Note the ordering of results is non-deterministic!

-

pub fn get_single_draw_car(
    &self,
    id: CarID,
    now: Time,
    map: &Map,
    transit: &TransitSimState
) -> Option<DrawCarInput>
[src]

This is about as expensive as get_draw_cars_on.

-

pub fn get_draw_cars_on(
    &self,
    now: Time,
    on: Traversable,
    map: &Map,
    transit: &TransitSimState
) -> Vec<DrawCarInput>
[src]

pub fn debug_car_json(&self, id: CarID) -> String[src]

pub fn debug_car_ui(&self, id: CarID) -> String[src]

pub fn debug_lane(&self, id: LaneID)[src]

pub fn agent_properties(&self, id: CarID, now: Time) -> AgentProperties[src]

pub fn get_path(&self, id: CarID) -> Option<&Path>[src]

pub fn get_all_driving_paths(&self) -> Vec<&Path>[src]

pub fn trace_route(&self, now: Time, id: CarID, map: &Map) -> Option<PolyLine>[src]

pub fn percent_along_route(&self, id: CarID) -> f64[src]

pub fn get_owner_of_car(&self, id: CarID) -> Option<PersonID>[src]

pub fn target_lane_penalty(&self, l: LaneID) -> (usize, usize)[src]

pub fn find_trips_to_edited_parking(
    &self,
    spots: BTreeSet<ParkingSpot>
) -> Vec<(AgentID, TripID)>
[src]

pub fn find_vehicles_affected_by_live_edits(
    &self,
    closed_intersections: &HashSet<IntersectionID>,
    edited_lanes: &BTreeSet<LaneID>
) -> Vec<(AgentID, TripID)>
[src]

Finds vehicles that’re laggy heads on affected parts of the map.

-

pub fn all_waiting_people(
    &self,
    now: Time,
    delays: &mut BTreeMap<PersonID, Duration>
)
[src]

pub fn debug_queue_lengths(&self, l: LaneID) -> Option<(Distance, Distance)>[src]

pub fn get_blocked_by_graph(
    &self,
    now: Time,
    map: &Map,
    intersections: &IntersectionSimState
) -> BTreeMap<AgentID, (Duration, DelayCause)>
[src]

fn get_car_front(&self, now: Time, car: &Car) -> Distance[src]

fn wants_to_overtake(&self, car: &Car) -> Option<CarID>[src]

Does the given car want to over-take the vehicle in front of it?

+

fn try_start_lc(
    &mut self,
    car: &mut Car,
    front_current_queue: Distance,
    idx_in_current_queue: usize,
    target_lane: LaneID,
    now: Time,
    ctx: &mut Ctx<'_>
)
[src]

pub fn collect_events(&mut self) -> Vec<Event>[src]

pub fn handle_live_edits(&mut self, map: &Map)[src]

impl DrivingSimState[src]

pub fn get_unzoomed_agents(&self, now: Time, map: &Map) -> Vec<UnzoomedAgent>[src]

Note the ordering of results is non-deterministic!

+

pub fn does_car_exist(&self, id: CarID) -> bool[src]

pub fn get_all_draw_cars(
    &self,
    now: Time,
    map: &Map,
    transit: &TransitSimState
) -> Vec<DrawCarInput>
[src]

Note the ordering of results is non-deterministic!

+

pub fn get_single_draw_car(
    &self,
    id: CarID,
    now: Time,
    map: &Map,
    transit: &TransitSimState
) -> Option<DrawCarInput>
[src]

This is about as expensive as get_draw_cars_on.

+

pub fn get_draw_cars_on(
    &self,
    now: Time,
    on: Traversable,
    map: &Map,
    transit: &TransitSimState
) -> Vec<DrawCarInput>
[src]

pub fn debug_car_json(&self, id: CarID) -> String[src]

pub fn debug_car_ui(&self, id: CarID) -> String[src]

pub fn debug_lane(&self, id: LaneID)[src]

pub fn agent_properties(&self, id: CarID, now: Time) -> AgentProperties[src]

pub fn get_path(&self, id: CarID) -> Option<&Path>[src]

pub fn get_all_driving_paths(&self) -> Vec<&Path>[src]

pub fn trace_route(&self, now: Time, id: CarID, map: &Map) -> Option<PolyLine>[src]

pub fn percent_along_route(&self, id: CarID) -> f64[src]

pub fn get_owner_of_car(&self, id: CarID) -> Option<PersonID>[src]

pub fn target_lane_penalty(&self, l: LaneID) -> (usize, usize)[src]

pub fn find_trips_to_edited_parking(
    &self,
    spots: BTreeSet<ParkingSpot>
) -> Vec<(AgentID, TripID)>
[src]

pub fn find_vehicles_affected_by_live_edits(
    &self,
    closed_intersections: &HashSet<IntersectionID>,
    edited_lanes: &BTreeSet<LaneID>
) -> Vec<(AgentID, TripID)>
[src]

Finds vehicles that’re laggy heads on affected parts of the map.

+

pub fn all_waiting_people(
    &self,
    now: Time,
    delays: &mut BTreeMap<PersonID, Duration>
)
[src]

pub fn debug_queue_lengths(&self, l: LaneID) -> Option<(Distance, Distance)>[src]

pub fn get_blocked_by_graph(
    &self,
    now: Time,
    map: &Map,
    intersections: &IntersectionSimState
) -> BTreeMap<AgentID, (Duration, DelayCause)>
[src]

fn get_car_front(&self, now: Time, car: &Car) -> Distance[src]

fn wants_to_overtake(&self, car: &Car) -> Option<CarID>[src]

Does the given car want to over-take the vehicle in front of it?

Trait Implementations

impl Clone for DrivingSimState[src]

impl<'de> Deserialize<'de> for DrivingSimState[src]

impl Display for CarID[src]

impl Hash for CarID[src]

impl IndexableKey for CarID[src]

impl Ord for CarID[src]

impl IndexableKey for CarID[src]

impl Ord for CarID[src]