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Skip all-walk if no demand (#442)
* Skip all-walk if no demand If you create an all-walk stage and make it adaptive, if there is no demand it will be skipped. Fixed crosswalks are never skipped, as they may be necessary for queue management.
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@ -403,6 +403,16 @@ impl Stage {
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};
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};
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}
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}
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}
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}
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// trivial function that returns true if the stage is just crosswalks
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pub fn contains_only_crosswalks(&self) -> bool {
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for m in &self.protected_movements {
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if !m.crosswalk {
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return false;
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}
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}
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self.yield_movements.is_empty()
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}
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}
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}
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impl ControlTrafficSignal {
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impl ControlTrafficSignal {
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@ -260,23 +260,42 @@ impl IntersectionSimState {
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scheduler: &mut Scheduler,
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scheduler: &mut Scheduler,
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) {
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) {
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// trivial function that advances the signal stage and returns duration
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// trivial function that advances the signal stage and returns duration
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fn advance(signal_state: &mut SignalState, signal: &ControlTrafficSignal) -> Duration {
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fn advance(
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signal_state: &mut SignalState,
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signal: &ControlTrafficSignal,
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allow_crosswalk_skip: bool,
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) -> Duration {
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signal_state.current_stage = (signal_state.current_stage + 1) % signal.stages.len();
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signal_state.current_stage = (signal_state.current_stage + 1) % signal.stages.len();
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let stage = &signal.stages[signal_state.current_stage];
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// only skip for variable all-walk crosswalk
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if let StageType::Variable(_, _, _) = stage.stage_type {
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if allow_crosswalk_skip && stage.contains_only_crosswalks() {
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// we can skip this stage, as its all walk and we're allowed to skip (no
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// pedestrian waiting).
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signal_state.current_stage =
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(signal_state.current_stage + 1) % signal.stages.len();
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}
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}
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signal.stages[signal_state.current_stage]
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signal.stages[signal_state.current_stage]
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.stage_type
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.stage_type
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.simple_duration()
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.simple_duration()
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}
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}
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let state = self.state.get_mut(&id).unwrap();
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let state = self.state.get_mut(&id).unwrap();
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let signal_state = state.signal.as_mut().unwrap();
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let signal_state = state.signal.as_mut().unwrap();
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let signal = map.get_traffic_signal(id);
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let signal = map.get_traffic_signal(id);
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let ped_waiting = state.waiting.keys().any(|req| {
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if let AgentID::Pedestrian(_) = req.agent {
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return true;
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}
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false
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});
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let duration: Duration;
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let duration: Duration;
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// Switch to a new stage?
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// Switch to a new stage?
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assert_eq!(now, signal_state.stage_ends_at);
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assert_eq!(now, signal_state.stage_ends_at);
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let old_stage = &signal.stages[signal_state.current_stage];
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let old_stage = &signal.stages[signal_state.current_stage];
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match old_stage.stage_type {
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match old_stage.stage_type {
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StageType::Fixed(_) => {
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StageType::Fixed(_) => {
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duration = advance(signal_state, signal);
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duration = advance(signal_state, signal, false);
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}
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}
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StageType::Variable(min, delay, additional) => {
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StageType::Variable(min, delay, additional) => {
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// test if anyone is waiting in current stage, and if so, extend the signal cycle.
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// test if anyone is waiting in current stage, and if so, extend the signal cycle.
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@ -294,7 +313,7 @@ impl IntersectionSimState {
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min, delay, additional, signal_state.extensions_count
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min, delay, additional, signal_state.extensions_count
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),
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),
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));
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));
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duration = advance(signal_state, signal);
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duration = advance(signal_state, signal, !ped_waiting);
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signal_state.extensions_count = 0;
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signal_state.extensions_count = 0;
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} else if state.waiting.keys().all(|req| {
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} else if state.waiting.keys().all(|req| {
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if let AgentID::Pedestrian(_) = req.agent {
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if let AgentID::Pedestrian(_) = req.agent {
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@ -305,7 +324,7 @@ impl IntersectionSimState {
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old_stage.get_priority_of_turn(req.turn, signal) != TurnPriority::Protected
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old_stage.get_priority_of_turn(req.turn, signal) != TurnPriority::Protected
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}) {
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}) {
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signal_state.extensions_count = 0;
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signal_state.extensions_count = 0;
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duration = advance(signal_state, signal);
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duration = advance(signal_state, signal, !ped_waiting);
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} else {
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} else {
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signal_state.extensions_count += 1;
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signal_state.extensions_count += 1;
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duration = delay;
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duration = delay;
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