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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" class="active"><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"><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"><strong aria-hidden="true">7.5.</strong> Live edits</a></li><li class="chapter-item expanded "><a href="../trafficsim/parking.html"><strong aria-hidden="true">7.6.</strong> Parking</a></li><li class="spacer"></li></ol></li><li class="chapter-item expanded "><a href="../project/index.html"><strong aria-hidden="true">8.</strong> Project</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../project/roadmap.html"><strong aria-hidden="true">8.1.</strong> Roadmap</a></li><li class="chapter-item expanded "><a href="../project/motivations.html"><strong aria-hidden="true">8.2.</strong> Motivations</a></li><li class="chapter-item expanded "><a href="../project/history/index.html"><strong aria-hidden="true">8.3.</strong> History</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../project/history/backstory.html"><strong aria-hidden="true">8.3.1.</strong> Backstory</a></li><li class="chapter-item expanded "><a href="../project/history/year1.html"><strong aria-hidden="true">8.3.2.</strong> Year 1</a></li><li class="chapter-item expanded "><a href="../project/history/year2.html"><strong aria-hidden="true">8.3.3.</strong> Year 2</a></li><li class="chapter-item expanded "><a href="../project/history/year3.html"><strong aria-hidden="true">8.3.4.</strong> Year 3</a></li></ol></li><li class="chapter-item expanded "><a href="../project/CHANGELOG.html"><strong aria-hidden="true">8.4.</strong> Full CHANGELOG</a></li><li class="chapter-item expanded "><a href="../project/references.html"><strong aria-hidden="true">8.5.</strong> References</a></li><li class="chapter-item expanded "><a href="../project/collaborations.html"><strong aria-hidden="true">8.6.</strong> Collaborations</a></li></ol></li></ol>
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<h1 class="menu-title">A/B Street</h1>
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<main>
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<h1><a class="header" href="#developer-guide" id="developer-guide">Developer guide</a></h1>
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<h2><a class="header" href="#getting-started" id="getting-started">Getting started</a></h2>
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<p>You will first need:</p>
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<ul>
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<li>Stable Rust, at least 1.47. <a href="https://www.rust-lang.org/tools/install">https://www.rust-lang.org/tools/install</a>.
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<ul>
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<li>On Windows, you may need
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<a href="https://visualstudio.microsoft.com/en/downloads/">Visual Studio 2019</a>.</li>
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</ul>
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</li>
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<li>On Linux, <code>sudo apt-get install xorg-dev libxcb-shape0-dev libxcb-xfixes0-dev</code>
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or the equivalent for your distro</li>
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</ul>
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<p>One-time setup:</p>
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<ol>
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<li>
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<p>Download the repository:
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<code>git clone https://github.com/dabreegster/abstreet.git</code></p>
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</li>
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<li>
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<p>Grab the minimal amount of data to get started: <code>cargo run --bin updater</code></p>
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</li>
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<li>
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<p>Run the game: <code>RUST_BACKTRACE=1 cargo run --bin game --release</code>. On Windows,
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set environment variables like this:
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<code>set RUST_BACKTRACE=1 && cargo run --bin game --release</code></p>
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</li>
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</ol>
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<h2><a class="header" href="#development-tips" id="development-tips">Development tips</a></h2>
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<ul>
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<li><a href="https://dabreegster.github.io/abstreet/rustdoc/map_model/index.html">Generated API documentation</a></li>
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<li>Compile faster by just doing <code>cargo run</code>. The executable will have debug stack
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traces and run more slowly. You can do <code>cargo run --release</code> to build in
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optimized release mode; compilation will be slower, but the executable much
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faster.</li>
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<li>Some in-game features are turned off by default or don't have a normal menu to
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access them. The list:
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<ul>
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<li>To toggle developer mode: press <strong>Control+S</strong> in game, or
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<code>cargo run -- --dev</code></li>
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<li>To warp to an object by numeric ID: press <strong>Control+j</strong></li>
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<li>To enter debug mode with all sorts of goodies: press <strong>Control+D</strong></li>
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</ul>
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</li>
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<li>You can start the game in different modes using flags:
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<ul>
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<li><code>cargo run --bin game -- --dev data/system/seattle/maps/downtown.bin</code> starts
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on a particular map</li>
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<li><code>cargo run --bin game -- data/system/seattle/scenarios/downtown/weekday.bin</code>
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starts with a scenario (which is tied to a certain map)</li>
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<li><code>cargo run --bin game -- --challenge=trafficsig/tut2</code> starts on a particular
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challenge. See the list of aliases by passing in a bad value here.</li>
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<li><code>cargo run --bin game -- data/player/saves/montlake/no_edits_unnamed/00h00m20.3s.bin</code>
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restores an exact simulation state. Savestates are found in debug mode
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(<strong>Control+D</strong>) -- they're probably confusing for the normal player
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experience, so they're hidden for now.</li>
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<li><code>cargo run --bin game -- --tutorial=12</code> starts somewhere in the tutorial</li>
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<li>Adding <code>--edits='name of edits'</code> starts with edits applied to the map.</li>
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</ul>
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</li>
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</ul>
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<h2><a class="header" href="#downloading-more-cities" id="downloading-more-cities">Downloading more cities</a></h2>
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<p>As data formats change over time, things in the <code>data/</code> directory not under
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version control will get out of date. At any time, you can run
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<code>cargo run --bin updater</code> from the main repository directory to update only the
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files that have changed.</p>
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<p>You can also opt into downloading updates for more cities by editing
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<code>data/player/data.json</code>. In the main UI, there's a button to download more
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cities that will help you manage this config file.</p>
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<h2><a class="header" href="#building-map-data" id="building-map-data">Building map data</a></h2>
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<p>You can skip this section if you're just touching code in <code>game</code>, <code>widgetry</code>,
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and <code>sim</code>.</p>
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<p>To run all pieces of the importer, you'll need some extra dependencies:</p>
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<ul>
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<li><code>osmconvert</code>: See <a href="https://wiki.openstreetmap.org/wiki/Osmconvert#Download">https://wiki.openstreetmap.org/wiki/Osmconvert#Download</a> or
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<a href="https://github.com/interline-io/homebrew-planetutils#installation">https://github.com/interline-io/homebrew-planetutils#installation</a> for Mac</li>
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<li><code>libgdal-dev</code>: See <a href="https://gdal.org">https://gdal.org</a> if your OS package manager doesn't have
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this. If you keep hitting linking errors, then just remove
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<code>--features scenarios</code> from <code>import.sh</code>. You won't be able to build the
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Seattle scenarios.</li>
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<li>Standard Unix utilities: <code>curl</code>, <code>unzip</code>, <code>gunzip</code></li>
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</ul>
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<p>The first stage of the importer, <code>--raw</code>, will download input files from OSM,
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King County GIS, and so on. If the mirrors are slow or the files vanish, you
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could fill out <code>data/config</code> and use the <code>updater</code> described above to grab the
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latest input.</p>
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<p>Building contraction hierarchies for pathfinding occurs in the --map stage. It
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can take a few minutes for larger maps. To view occasional progress updates,
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you can run the importer with</p>
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<pre><code>RUST_LOG="fast_paths=debug/contracted node [0-9]+0000 "
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</code></pre>
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<p>You can rerun specific stages of the importer:</p>
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<ul>
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<li>If you're modifying the initial OSM data -> RawMap conversion in
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<code>convert_osm</code>, you need <code>./import.sh --raw --map</code>.</li>
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<li>If you're modifying <code>map_model</code> but not the OSM -> RawMap conversion, then you
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just need <code>./import.sh --map</code>.</li>
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<li>If you're modifying the demand model for Seattle, you can add <code>--scenario</code> to
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regenerate.</li>
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<li>By default, all maps are regenerated. You can also specify a single map:
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<code>./import.sh --map downtown</code>.</li>
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<li>By default, Seattle is assumed as the city. You have to specify otherwise:
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<code>./import.sh --city=los_angeles --map downtown_la</code>.</li>
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</ul>
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<p>You can also make the importer <a href="../howto/new_city.html">import a new city</a>.</p>
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<h2><a class="header" href="#understanding-stuff" id="understanding-stuff">Understanding stuff</a></h2>
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<p>The docs listed at <a href="https://github.com/dabreegster/abstreet#documentation">https://github.com/dabreegster/abstreet#documentation</a>
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explain things like map importing and how the traffic simulation works.</p>
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<h3><a class="header" href="#code-organization" id="code-organization">Code organization</a></h3>
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<p>If you're going to dig into the code, it helps to know what all the crates are.
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The most interesting crates are <code>map_model</code>, <code>sim</code>, and <code>game</code>.</p>
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<p>Constructing the map:</p>
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<ul>
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<li><code>convert_osm</code>: extract useful data from OpenStreetMap and other data sources,
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emit intermediate map format</li>
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<li><code>kml</code>: extract shapes from KML and CSV shapefiles</li>
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<li><code>map_model</code>: the final representation of the map, also conversion from the
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intermediate map format into the final format</li>
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<li><code>map_editor</code>: GUI for modifying geometry of maps and creating maps from
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scratch. pretty abandoned as of June 2020</li>
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<li><code>importer</code>: tool to run the entire import pipeline</li>
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<li><code>updater</code>: tool to download/upload large files used in the import pipeline</li>
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</ul>
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<p>Traffic simulation:</p>
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<ul>
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<li><code>sim</code>: all of the agent-based simulation logic</li>
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<li><code>headless</code>: tool to run a simulation without any visualization</li>
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</ul>
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<p>Graphics:</p>
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<ul>
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<li><code>game</code>: the GUI and main gameplay</li>
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<li><code>map_gui</code>: common code to interact with <code>map_model</code> maps</li>
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<li><code>widgetry</code>: a GUI and 2D OpenGL rendering library, using glium + winit +
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glutin</li>
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</ul>
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<p>Common utilities:</p>
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<ul>
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<li><code>abstutil</code>: a grab-bag of IO helpers, timing and logging utilities, etc</li>
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<li><code>geom</code>: types for GPS and map-space points, lines, angles, polylines,
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polygons, circles, durations, speeds</li>
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</ul>
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<p>Other:</p>
|
|
<ul>
|
|
<li><code>collisions</code>: an experimental data format for real-world collision data</li>
|
|
<li><code>traffic_seitan</code>: a bug-finding tool that randomly generates live map edits</li>
|
|
<li><code>tests</code>: integration tests</li>
|
|
<li><code>experiment</code>: ...</li>
|
|
<li><code>parking_mapper</code>: a standalone tool to help map street parking in OSM</li>
|
|
<li><code>osm_viewer</code>: a standalone tool to render OSM in detail</li>
|
|
<li><code>fifteen_min</code>: a standalone tool to explore 15-minute neighborhoods</li>
|
|
<li><code>popdat</code>: use census data to produce traffic simulation input</li>
|
|
</ul>
|
|
<h2><a class="header" href="#code-conventions" id="code-conventions">Code conventions</a></h2>
|
|
<p>All code is automatically formatted using
|
|
<a href="https://github.com/rust-lang/rustfmt">https://github.com/rust-lang/rustfmt</a>; please run <code>cargo +nightly fmt</code> before
|
|
sending a PR. (You have to install the nightly toolchain just for fmt)</p>
|
|
<p>cargo fmt can't yet organize imports, but we follow a convention to minimize
|
|
conflict with what some IDEs do. Follow existing code to group imports: std,
|
|
external crates, other crates in the project, the current crate, then finally
|
|
any module declarations.</p>
|
|
<p>The error handling is unfortunately inconsistent. The goal is to gracefully
|
|
degrade instead of crashing the game. If a crash does happen, make sure the logs
|
|
will have enough context to reproduce and debug. For example, giving up when
|
|
some geometry problem happens isn't ideal, but at least make sure to print the
|
|
road / agent IDs or whatever will help find the problem. It's fine to crash
|
|
during map importing, since the player won't deal with this, and loudly stopping
|
|
problems is useful. It's also fine to crash when initially constructing all of
|
|
the renderable map objects, because this crash will consistently happen at
|
|
startup-time and be noticed by somebody developing before a player gets to it.</p>
|
|
<p>See the <a href="testing.html">testing strategy</a> page.</p>
|
|
<h2><a class="header" href="#logging" id="logging">Logging</a></h2>
|
|
<p>Prefer using <code>info!</code>, <code>warn!</code>, <code>error!</code>, etc from the <code>log</code> crate rather than
|
|
<code>println</code>. Or if a <code>Timer</code> is available and you want to collect all notes
|
|
together, <code>timer.note</code>. There are still many places calling <code>println!</code>, but
|
|
we're trying to clean these up.</p>
|
|
<p>Adjust the log level without recompiling via the <code>RUST_LOG</code> env variable.</p>
|
|
<pre><code>RUST_LOG=debug cargo run --bin game
|
|
</code></pre>
|
|
<p>This can be done on a per lib basis:</p>
|
|
<pre><code>RUST_LOG=my_lib=debug cargo run --bin game
|
|
</code></pre>
|
|
<p>Or a module-by-module basis:</p>
|
|
<pre><code>RUST_LOG=my_lib::module=debug cargo run --bin game
|
|
</code></pre>
|
|
<p>You can mix and match:</p>
|
|
<pre><code># error logging by default, except the foo:bar module at debug level
|
|
# and the entire baz crate at info level
|
|
RUST_LOG=error,foo::bar=debug,baz=info cargo run --bin game
|
|
</code></pre>
|
|
<p>For some special cases, you might want to use regex matching by specifying a
|
|
pattern with the "/":</p>
|
|
<pre><code># only log once every 10k
|
|
RUST_LOG="fast_paths=debug/contracted node [0-9]+0000 " mike import_la
|
|
</code></pre>
|
|
<p>See the <a href="https://docs.rs/env_logger/0.8.2/env_logger/">env_logger
|
|
documentation</a> for more usage
|
|
examples.</p>
|
|
<h2><a class="header" href="#profiling" id="profiling">Profiling</a></h2>
|
|
<p>Use <a href="https://github.com/flamegraph-rs/flamegraph">https://github.com/flamegraph-rs/flamegraph</a>, just running it on the
|
|
binaries you build normally.</p>
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