Struct sim::Analytics[][src]

pub struct Analytics {
    pub road_thruput: TimeSeriesCount<RoadID>,
    pub intersection_thruput: TimeSeriesCount<IntersectionID>,
    pub traffic_signal_thruput: TimeSeriesCount<CompressedMovementID>,
    pub demand: BTreeMap<MovementID, usize>,
    pub bus_arrivals: Vec<(Time, CarID, BusRouteID, BusStopID)>,
    pub passengers_boarding: BTreeMap<BusStopID, Vec<(Time, BusRouteID, Duration)>>,
    pub passengers_alighting: BTreeMap<BusStopID, Vec<(Time, BusRouteID)>>,
    pub started_trips: BTreeMap<TripID, Time>,
    pub finished_trips: Vec<(Time, TripID, TripMode, Option<Duration>)>,
    pub problems_per_trip: BTreeMap<TripID, Vec<(Time, Problem)>>,
    pub trip_log: Vec<(Time, TripID, Option<PathRequest>, TripPhaseType)>,
    pub intersection_delays: BTreeMap<IntersectionID, Vec<(u8, Time, Duration, AgentType)>>,
    pub parking_lane_changes: BTreeMap<LaneID, Vec<(Time, bool)>>,
    pub parking_lot_changes: BTreeMap<ParkingLotID, Vec<(Time, bool)>>,
    pub(crate) alerts: Vec<(Time, AlertLocation, String)>,
    record_anything: bool,
}

As a simulation runs, different pieces emit Events. The Analytics object listens to these, organizing and storing some information from them. The UI queries Analytics to draw time-series and display statistics.

For all maps whose weekday scenario fully runs, the game's release includes some "prebaked results." These are just serialized Analytics after running the simulation on a map without any edits for the full day. This is the basis of A/B testing -- the player can edit the map, start running the simulation, and compare the live Analytics to the prebaked baseline Analytics.

Fields

road_thruput: TimeSeriesCount<RoadID>intersection_thruput: TimeSeriesCount<IntersectionID>traffic_signal_thruput: TimeSeriesCount<CompressedMovementID>demand: BTreeMap<MovementID, usize>

Most fields in Analytics are cumulative over time, but this is just for the current moment in time.

bus_arrivals: Vec<(Time, CarID, BusRouteID, BusStopID)>passengers_boarding: BTreeMap<BusStopID, Vec<(Time, BusRouteID, Duration)>>

For each passenger boarding, how long did they wait at the stop?

passengers_alighting: BTreeMap<BusStopID, Vec<(Time, BusRouteID)>>started_trips: BTreeMap<TripID, Time>finished_trips: Vec<(Time, TripID, TripMode, Option<Duration>)>

Finish time, ID, mode, trip duration if successful (or None if cancelled)

problems_per_trip: BTreeMap<TripID, Vec<(Time, Problem)>>

Record different problems that each trip encounters.

trip_log: Vec<(Time, TripID, Option<PathRequest>, TripPhaseType)>intersection_delays: BTreeMap<IntersectionID, Vec<(u8, Time, Duration, AgentType)>>

Only for traffic signals. The u8 is the movement index from a CompressedMovementID.

parking_lane_changes: BTreeMap<LaneID, Vec<(Time, bool)>>

Per parking lane or lot, when does a spot become filled (true) or free (false)

parking_lot_changes: BTreeMap<ParkingLotID, Vec<(Time, bool)>>alerts: Vec<(Time, AlertLocation, String)>record_anything: bool

For benchmarking, we may want to disable collecting data.

Implementations

impl Analytics[src]

pub fn new(record_anything: bool) -> Analytics[src]

pub fn event(&mut self, ev: Event, time: Time, map: &Map)[src]

pub fn record_demand(&mut self, path: &Path, map: &Map)[src]

pub fn finished_trip_time(&self, trip: TripID) -> Option<Duration>[src]

Ignores the current time. Returns None for cancelled trips.

pub fn both_finished_trips(
    &self,
    now: Time,
    before: &Analytics
) -> Vec<(TripID, Duration, Duration, TripMode)>
[src]

Returns pairs of trip times for finished trips in both worlds. (ID, before, after, mode)

pub fn get_trip_phases(&self, trip: TripID, map: &Map) -> Vec<TripPhase>[src]

If calling on prebaked Analytics, be careful to pass in an unedited map, to match how the simulation was originally run. Otherwise the paths may be nonsense.

pub fn get_all_trip_phases(&self) -> BTreeMap<TripID, Vec<TripPhase>>[src]

pub fn active_agents(&self, now: Time) -> Vec<(Time, usize)>[src]

pub fn parking_lane_availability(
    &self,
    now: Time,
    l: LaneID,
    capacity: usize
) -> Vec<(Time, usize)>
[src]

Returns the free spots over time

pub fn parking_lot_availability(
    &self,
    now: Time,
    pl: ParkingLotID,
    capacity: usize
) -> Vec<(Time, usize)>
[src]

fn parking_spot_availability(
    now: Time,
    changes: &Vec<(Time, bool)>,
    capacity: usize
) -> Vec<(Time, usize)>
[src]

Trait Implementations

impl Clone for Analytics[src]

impl Default for Analytics[src]

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

impl Serialize for Analytics[src]

Auto Trait Implementations

impl RefUnwindSafe for Analytics[src]

impl Send for Analytics[src]

impl Sync for Analytics[src]

impl Unpin for Analytics[src]

impl UnwindSafe for Analytics[src]

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
[src]

impl<T> Downcast for T where
    T: Any

impl<T> DowncastSync for T where
    T: Send + Sync + Any

impl<T> From<T> for T[src]

impl<T> Instrument for T[src]

impl<T> Instrument for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,