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use std::collections::{BTreeSet, HashMap, VecDeque};
use serde::{Deserialize, Serialize};
use abstutil::FixedMap;
use geom::{Distance, Time};
use map_model::{Map, Position, Traversable};
use crate::mechanics::car::{Car, CarState};
use crate::{CarID, VehicleType, FOLLOWING_DISTANCE};
/// A Queue of vehicles on a single lane or turn. This is where
/// https://a-b-street.github.io/docs/tech/trafficsim/discrete_event.html#exact-positions is
/// implemented.
///
/// Some helpful pieces of terminology:
///
/// - a "laggy head" is a vehicle whose front is now past the end of this queue, but whose back may
/// still be partially in the queue. The position of the first car in the queue is still bounded
/// by the laggy head's back.
/// - a "static blockage" is due to a vehicle exiting a driveway and immediately cutting across a
/// few lanes. The "static" part means it occupies a fixed interval of distance in the queue. When
/// the vehicle is finished exiting the driveway, this blockage is removed.
/// - a "dynamic blockage" is due to a vehicle changing lanes in the middle of the queue. The exact
/// position of the blockage in this queue is unknown (it depends on the target queue). The
/// blockage just occupies the length of the vehicle and keeps following whatever's in front of
/// it.
/// - "active cars" are the main members of the queue -- everything except for laggy heads and
/// blockages.
#[derive(Serialize, Deserialize, Clone, Debug)]
pub(crate) struct Queue {
pub id: Traversable,
members: VecDeque<Queued>,
/// This car's back is still partly in this queue.
pub laggy_head: Option<CarID>,
/// How long the lane or turn physically is.
pub geom_len: Distance,
/// When a car's turn is accepted, reserve the vehicle length + FOLLOWING_DISTANCE for the
/// target lane. When the car completely leaves (stops being the laggy_head), free up that
/// space. To prevent blocking the box for possibly scary amounts of time, allocate some of
/// this length first. This is unused for turns themselves. This value can exceed geom_len
/// (for the edge case of ONE long car on a short queue).
pub reserved_length: Distance,
}
/// A member of a `Queue`.
#[derive(Serialize, Deserialize, Clone, Debug, PartialEq)]
pub enum Queued {
/// A regular vehicle trying to move forwards
Vehicle(CarID),
/// Something occupying a fixed interval of distance on the queue
StaticBlockage {
/// This vehicle is exiting a driveway and cutting across a few lanes
cause: CarID,
front: Distance,
back: Distance,
},
/// This follows whatever's in front of it
DynamicBlockage {
/// This vehicle is in the middle of changing lanes
cause: CarID,
vehicle_len: Distance,
},
}
/// The exact position of something in a `Queue` at some time
#[derive(Clone, Debug)]
pub struct QueueEntry {
pub member: Queued,
pub front: Distance,
/// Not incuding FOLLOWING_DISTANCE
pub back: Distance,
}
impl Queue {
pub fn new(id: Traversable, map: &Map) -> Queue {
Queue {
id,
members: VecDeque::new(),
laggy_head: None,
geom_len: id.get_polyline(map).length(),
reserved_length: Distance::ZERO,
}
}
/// Get the front of the last car in the queue.
pub fn get_last_car_position(
&self,
now: Time,
cars: &FixedMap<CarID, Car>,
queues: &HashMap<Traversable, Queue>,
) -> Option<(CarID, Distance)> {
self.inner_get_last_car_position(now, cars, queues, &mut BTreeSet::new(), None)
}
/// Return the exact position of each member of the queue. The farthest along (greatest distance) is first.
pub fn get_car_positions(
&self,
now: Time,
cars: &FixedMap<CarID, Car>,
queues: &HashMap<Traversable, Queue>,
) -> Vec<QueueEntry> {
let mut all_cars = vec![];
self.inner_get_last_car_position(
now,
cars,
queues,
&mut BTreeSet::new(),
Some(&mut all_cars),
);
all_cars
}
/// Returns the front of the last car in the queue, only if the last member is an active car.
fn inner_get_last_car_position(
&self,
now: Time,
cars: &FixedMap<CarID, Car>,
queues: &HashMap<Traversable, Queue>,
recursed_queues: &mut BTreeSet<Traversable>,
mut intermediate_results: Option<&mut Vec<QueueEntry>>,
) -> Option<(CarID, Distance)> {
if self.members.is_empty() {
return None;
}
// TODO Consider simplifying this loop's structure. Calculate the bound here before
// starting the loop, handling the laggy head case.
let mut previous: Option<QueueEntry> = None;
for queued in self.members.iter().cloned() {
let bound = match previous {
Some(entry) => entry.back - FOLLOWING_DISTANCE,
None => match self.laggy_head {
Some(id) => {
// The simple but broken version:
//self.geom_len - cars[&id].vehicle.length - FOLLOWING_DISTANCE
// The expensive case. We need to figure out exactly where the laggy head
// is on their queue.
let leader = &cars[&id];
// But don't create a cycle!
let recurse_to = leader.router.head();
if recursed_queues.contains(&recurse_to) {
// See the picture in
// https://github.com/a-b-street/abstreet/issues/30. We have two
// extremes to break the cycle.
//
// 1) Hope that the last person in this queue isn't bounded by the
// agent in front of them yet. geom_len
// 2) Assume the leader has advanced minimally into the next lane.
// geom_len - laggy head's length - FOLLOWING_DISTANCE.
//
// For now, optimistically assume 1. If we're wrong, consequences could
// be queue spillover (we're too optimistic about the number of
// vehicles that can fit on a lane) or cars jumping positions slightly
// while the cycle occurs.
self.geom_len
} else {
recursed_queues.insert(recurse_to);
let (head, head_dist) = queues[&leader.router.head()]
.inner_get_last_car_position(
now,
cars,
queues,
recursed_queues,
None,
)
.unwrap();
assert_eq!(head, id);
let mut dist_away_from_this_queue = head_dist;
for on in &leader.last_steps {
if *on == self.id {
break;
}
dist_away_from_this_queue += queues[on].geom_len;
}
// They might actually be out of the way, but laggy_head hasn't been
// updated yet.
if dist_away_from_this_queue
< leader.vehicle.length + FOLLOWING_DISTANCE
{
self.geom_len
- (cars[&id].vehicle.length - dist_away_from_this_queue)
- FOLLOWING_DISTANCE
} else {
self.geom_len
}
}
}
None => self.geom_len,
},
};
// There's spillover and a car shouldn't have been able to enter yet.
if bound < Distance::ZERO {
if let Some(intermediate_results) = intermediate_results {
dump_cars(intermediate_results, cars, self.id, now);
}
panic!(
"Queue has spillover on {} at {} -- can't draw {:?}, bound is {}. Laggy head is \
{:?}. This is usually a geometry bug; check for duplicate roads going \
between the same intersections.",
self.id, now, queued, bound, self.laggy_head
);
}
let entry = match queued {
Queued::Vehicle(id) => {
let car = &cars[&id];
let front = match car.state {
CarState::Queued { .. } => {
if car.router.last_step() {
car.router.get_end_dist().min(bound)
} else {
bound
}
}
CarState::WaitingToAdvance { .. } => {
if bound != self.geom_len {
if let Some(intermediate_results) = intermediate_results {
dump_cars(intermediate_results, cars, self.id, now);
}
panic!("{} is waiting to advance on {}, but the current bound is {}, not geom_len {}. How can anything be in front of them?", id, self.id, bound, self.geom_len);
}
self.geom_len
}
CarState::Crossing {
ref time_int,
ref dist_int,
..
} => {
// TODO Why percent_clamp_end? We process car updates in any order, so we might
// calculate this before moving this car from Crossing to another state.
dist_int.lerp(time_int.percent_clamp_end(now)).min(bound)
}
CarState::ChangingLanes {
ref new_time,
ref new_dist,
..
} => {
// Same as the Crossing logic
new_dist.lerp(new_time.percent_clamp_end(now)).min(bound)
}
CarState::Unparking { front, .. } => front,
CarState::Parking(front, _, _) => front,
CarState::IdlingAtStop(front, _) => front,
};
QueueEntry {
member: queued,
front,
back: front - car.vehicle.length,
}
}
Queued::StaticBlockage { front, back, .. } => QueueEntry {
member: queued,
front,
back,
},
Queued::DynamicBlockage { vehicle_len, .. } => QueueEntry {
member: queued,
// This is a reasonable guess, because a vehicle only starts changing lanes if
// there's something slower in front of it. So we assume that slow vehicle
// continues to exist for the 1 second that lane-changing takes. If for some
// reason that slower leader vanishes, this bound could jump up, which just
// causes anything following the lane-changing vehicle to be able to go a
// little faster.
front: bound,
back: bound - vehicle_len,
},
};
if let Some(ref mut intermediate_results) = intermediate_results {
intermediate_results.push(entry.clone());
}
previous = Some(entry);
}
// Enable to detect possible bugs, but save time otherwise
if false {
if let Some(intermediate_results) = intermediate_results {
validate_positions(intermediate_results, cars, now, self.id)
}
}
let previous = previous?;
match previous.member {
Queued::Vehicle(car) => Some((car, previous.front)),
Queued::StaticBlockage { .. } => None,
Queued::DynamicBlockage { .. } => None,
}
}
/// If the specified car can appear in the queue, return the position in the queue to do so.
pub fn get_idx_to_insert_car(
&self,
start_dist: Distance,
vehicle_len: Distance,
now: Time,
cars: &FixedMap<CarID, Car>,
queues: &HashMap<Traversable, Queue>,
) -> Option<usize> {
if self.laggy_head.is_none() && self.members.is_empty() {
return Some(0);
}
let dists = self.get_car_positions(now, cars, queues);
// TODO Binary search
let idx = match dists.iter().position(|entry| start_dist >= entry.front) {
Some(i) => i,
None => dists.len(),
};
// Nope, there's not actually room at the front right now.
// (This is overly conservative; we could figure out exactly where the laggy head is and
// maybe allow it.)
if idx == 0 {
if let Some(c) = self.laggy_head {
// We don't know exactly where the laggy head is. So assume the worst case; that
// they've just barely started the turn, and we have to use the same
// too-close-to-leader math.
//
// TODO We can be more precise! We already call get_car_positions, and that
// calculates exactly where the laggy head is. We just need to plumb that bound
// back here.
if self.geom_len - cars[&c].vehicle.length - FOLLOWING_DISTANCE < start_dist {
return None;
}
}
}
// Are we too close to the leader?
if idx != 0 && dists[idx - 1].back - FOLLOWING_DISTANCE < start_dist {
return None;
}
// Or the follower?
if idx != dists.len() && start_dist - vehicle_len - FOLLOWING_DISTANCE < dists[idx].front {
return None;
}
Some(idx)
}
/// Record that a car has entered a queue at a position. This must match get_idx_to_insert_car
/// -- the same index and immediately after passing that query.
pub fn insert_car_at_idx(&mut self, idx: usize, car: &Car) {
self.members.insert(idx, Queued::Vehicle(car.vehicle.id));
self.reserved_length += car.vehicle.length + FOLLOWING_DISTANCE;
}
/// Record that a car has entered a queue at the end. It's assumed that try_to_reserve_entry
/// has already happened.
pub fn push_car_onto_end(&mut self, car: CarID) {
self.members.push_back(Queued::Vehicle(car));
}
/// Change the first car in the queue to the laggy head, indicating that it's front has left
/// the queue, but its back is still there. Return that car.
pub fn move_first_car_to_laggy_head(&mut self) -> CarID {
assert!(self.laggy_head.is_none());
let car = match self.members.pop_front() {
Some(Queued::Vehicle(c)) => c,
x => {
panic!(
"First member of {} is {:?}, not an active vehicle",
self.id, x
);
}
};
self.laggy_head = Some(car);
car
}
/// If true, there's room and the car must actually start the turn (because the space is
/// reserved).
pub fn try_to_reserve_entry(&mut self, car: &Car, force_entry: bool) -> bool {
// If self.reserved_length >= self.geom_len, then the lane is already full. Normally we
// won't allow more cars to start a turn towards it, but if force_entry is true, then we'll
// allow it.
// Sometimes a car + FOLLOWING_DISTANCE might be longer than the geom_len entirely. In that
// case, it just means the car won't totally fit on the queue at once, which is fine.
// Reserve the normal amount of space; the next car trying to enter will get rejected.
// Also allow this don't-block-the-box prevention to be disabled.
if self.room_for_car(car) || force_entry {
self.reserved_length += car.vehicle.length + FOLLOWING_DISTANCE;
return true;
}
false
}
/// True if the reserved length exceeds the physical length. This means a vehicle is headed
/// towards the queue already and is expected to not fit entirely inside.
pub fn is_overflowing(&self) -> bool {
self.reserved_length >= self.geom_len
}
/// Can a car start a turn for this queue?
pub fn room_for_car(&self, car: &Car) -> bool {
self.reserved_length == Distance::ZERO
|| self.reserved_length + car.vehicle.length + FOLLOWING_DISTANCE < self.geom_len
}
/// Once a car has fully exited a queue, free up the space it was reserving.
pub fn free_reserved_space(&mut self, car: &Car) {
self.reserved_length -= car.vehicle.length + FOLLOWING_DISTANCE;
assert!(
self.reserved_length >= Distance::ZERO,
"invalid reserved length: {:?}, car: {:?}",
self.reserved_length,
car
);
}
/// Return a penalty for entering this queue, as opposed to some adjacent ones. Used for
/// lane-changing. (number of vehicles, is there a bike here)
pub fn target_lane_penalty(&self) -> (usize, usize) {
let mut num_vehicles = self.members.len();
if self.laggy_head.is_some() {
num_vehicles += 1;
}
let bike_cost = if self
.members
.iter()
.any(|x| matches!(x, Queued::Vehicle(c) if c.vehicle_type == VehicleType::Bike))
|| self
.laggy_head
.map(|c| c.vehicle_type == VehicleType::Bike)
.unwrap_or(false)
{
1
} else {
0
};
(num_vehicles, bike_cost)
}
/// Find the vehicle in front of the specified input. None if the specified vehicle isn't
/// ACTIVE (not a blockage) in the queue at all, or they're the front (with or without a laggy
/// head).
pub fn get_leader(&self, id: CarID) -> Option<CarID> {
let mut leader = None;
for queued in &self.members {
match queued {
Queued::Vehicle(car) => {
if *car == id {
return leader;
}
leader = Some(*car);
}
Queued::StaticBlockage { .. } | Queued::DynamicBlockage { .. } => {
leader = None;
}
}
}
None
}
/// Record that a car is blocking a static portion of the queue (from front to back). Must use
/// the index from can_block_from_driveway.
pub fn add_static_blockage(
&mut self,
cause: CarID,
front: Distance,
back: Distance,
idx: usize,
) {
assert!(front > back);
assert!(back >= FOLLOWING_DISTANCE);
let vehicle_len = front - back;
self.members
.insert(idx, Queued::StaticBlockage { cause, front, back });
self.reserved_length += vehicle_len + FOLLOWING_DISTANCE;
}
/// Record that a car is no longer blocking a static portion of the queue.
pub fn clear_static_blockage(&mut self, caused_by: CarID, idx: usize) {
let blockage = self.members.remove(idx).unwrap();
match blockage {
Queued::StaticBlockage { front, back, cause } => {
assert_eq!(caused_by, cause);
let vehicle_len = front - back;
self.reserved_length -= vehicle_len + FOLLOWING_DISTANCE;
}
_ => unreachable!(),
}
}
/// Record that a car is starting to change lanes away from this queue.
pub fn replace_car_with_dynamic_blockage(&mut self, car: &Car, idx: usize) {
self.remove_car_from_idx(car.vehicle.id, idx);
self.members.insert(
idx,
Queued::DynamicBlockage {
cause: car.vehicle.id,
vehicle_len: car.vehicle.length,
},
);
// We don't need to touch reserved_length -- it's still vehicle_len + FOLLOWING_DISTANCE
}
/// Record that a car is no longer blocking a dynamic portion of the queue.
pub fn clear_dynamic_blockage(&mut self, caused_by: CarID, idx: usize) {
let blockage = self.members.remove(idx).unwrap();
match blockage {
Queued::DynamicBlockage { cause, vehicle_len } => {
assert_eq!(caused_by, cause);
self.reserved_length -= vehicle_len + FOLLOWING_DISTANCE;
}
_ => unreachable!(),
}
}
/// True if a static blockage can be inserted into the queue without anything already there
/// intersecting it. Returns the index if so. The position represents the front of the
/// blockage.
pub fn can_block_from_driveway(
&self,
pos: &Position,
vehicle_len: Distance,
now: Time,
cars: &FixedMap<CarID, Car>,
queues: &HashMap<Traversable, Queue>,
) -> Option<usize> {
self.get_idx_to_insert_car(pos.dist_along(), vehicle_len, now, cars, queues)
}
/// Get all cars in the queue, not including the laggy head or blockages.
///
/// TODO Do NOT use this for calculating indices or getting the leader/follower. Might be safer
/// to just hide this and only expose number of active cars, first, and last.
pub fn get_active_cars(&self) -> Vec<CarID> {
self.members
.iter()
.filter_map(|x| match x {
Queued::Vehicle(c) => Some(*c),
Queued::StaticBlockage { .. } => None,
Queued::DynamicBlockage { .. } => None,
})
.collect()
}
/// Remove a car from a position. Need to separately do free_reserved_space.
pub fn remove_car_from_idx(&mut self, car: CarID, idx: usize) {
assert_eq!(self.members.remove(idx), Some(Queued::Vehicle(car)));
}
/// If a car thinks it's reached the end of the queue, double check. Blockages or laggy heads
/// might be in the way.
pub fn is_car_at_front(&self, car: CarID) -> bool {
self.laggy_head.is_none() && self.members.get(0) == Some(&Queued::Vehicle(car))
}
}
fn validate_positions(
dists: &[QueueEntry],
cars: &FixedMap<CarID, Car>,
now: Time,
id: Traversable,
) {
for pair in dists.windows(2) {
if pair[0].back - FOLLOWING_DISTANCE < pair[1].front {
dump_cars(dists, cars, id, now);
panic!(
"get_car_positions wound up with bad positioning: {} then {}\n{:?}",
pair[0].front, pair[1].front, dists
);
}
}
}
fn dump_cars(dists: &[QueueEntry], cars: &FixedMap<CarID, Car>, id: Traversable, now: Time) {
println!("\nOn {} at {}...", id, now);
for entry in dists {
println!("- {:?} @ {}..{}", entry.member, entry.front, entry.back);
match entry.member {
Queued::Vehicle(id) => match cars[&id].state {
CarState::Crossing {
ref time_int,
ref dist_int,
..
} => {
println!(
" Going {} .. {} during {} .. {}",
dist_int.start, dist_int.end, time_int.start, time_int.end
);
}
CarState::ChangingLanes {
ref new_time,
ref new_dist,
..
} => {
println!(
" Going {} .. {} during {} .. {}, also in the middle of lane-changing",
new_dist.start, new_dist.end, new_time.start, new_time.end
);
}
CarState::Queued { .. } => {
println!(" Queued currently");
}
CarState::WaitingToAdvance { .. } => {
println!(" WaitingToAdvance currently");
}
CarState::Unparking { ref time_int, .. } => {
println!(" Unparking during {} .. {}", time_int.start, time_int.end);
}
CarState::Parking(_, _, ref time_int) => {
println!(" Parking during {} .. {}", time_int.start, time_int.end);
}
CarState::IdlingAtStop(_, ref time_int) => {
println!(" Idling during {} .. {}", time_int.start, time_int.end);
}
},
Queued::StaticBlockage { cause, .. } => {
println!(" Static blockage by {}", cause);
}
Queued::DynamicBlockage { cause, vehicle_len } => {
println!(" Dynamic blockage of length {} by {}", vehicle_len, cause);
}
}
}
println!();
}