Thomas Foerster: Replaced AI network route tracing algorithm by a much more
efficiently performing "Dijkstra algorithm". Durk Talsma: Added the detection of "circular" wait situations in the AI ground network. A circular wait is a situation where aircraft a waits for b; b waits for c; and c (in turn) waits for a. The checkCircularWaits function detects these situations. The current "solution" to a circular wait is rather crude: Remove the aircraft from the scene. A proper solution needs a lot more work, however, and at least this patch stops the AI system from clogging up. in case of a circular wait.
This commit is contained in:
parent
1613d7e63e
commit
54ef3b77d5
4 changed files with 308 additions and 177 deletions
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@ -232,7 +232,7 @@ FGGroundNetwork::FGGroundNetwork()
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foundRoute = false;
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totalDistance = 0;
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maxDistance = 0;
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maxDepth = 1000;
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//maxDepth = 1000;
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count = 0;
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currTraffic = activeTraffic.begin();
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@ -392,172 +392,172 @@ FGTaxiSegment *FGGroundNetwork::findSegment(int idx)
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}
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}
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FGTaxiRoute FGGroundNetwork::findShortestRoute(int start, int end)
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{
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double course;
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double length;
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foundRoute = false;
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totalDistance = 0;
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FGTaxiNode *firstNode = findNode(start);
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FGTaxiNode *lastNode = findNode(end);
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//prevNode = prevPrevNode = -1;
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//prevNode = start;
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routes.clear();
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nodesStack.clear();
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routesStack.clear();
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// calculate distance and heading "as the crow flies" between starn and end points"
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SGWayPoint first(firstNode->getLongitude(),
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firstNode->getLatitude(),
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0);
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destination = SGWayPoint(lastNode->getLongitude(),
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lastNode->getLatitude(),
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0);
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first.CourseAndDistance(destination, &course, &length);
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for (FGTaxiSegmentVectorIterator
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itr = segments.begin();
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itr != segments.end(); itr++)
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{
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(*itr)->setCourseDiff(course);
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}
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//FGTaxiNodeVectorIterator nde = nodes.begin();
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//while (nde != nodes.end()) {
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// (*nde)->sortEndSegments();
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// nde++;
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//}
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maxDepth = 1000;
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//do
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// {
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// cerr << "Begin of Trace " << start << " to "<< end << " maximum depth = " << maxDepth << endl;
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trace(firstNode, end, 0, 0);
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// maxDepth--;
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// }
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//while ((routes.size() != 0) && (maxDepth > 0));
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//cerr << "End of Trace" << endl;
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FGTaxiRoute empty;
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if (!foundRoute)
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{
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SG_LOG( SG_GENERAL, SG_ALERT, "Failed to find route from waypoint " << start << " to " << end << " at " <<
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parent->getId());
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exit(1);
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//implements Dijkstra's algorithm to find shortest distance route from start to end
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//taken from http://en.wikipedia.org/wiki/Dijkstra's_algorithm
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//double INFINITE = 100000000000.0;
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// initialize scoring values
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for (FGTaxiNodeVectorIterator
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itr = nodes.begin();
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itr != nodes.end(); itr++) {
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(*itr)->pathscore = HUGE_VAL; //infinity by all practical means
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(*itr)->previousnode = 0; //
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(*itr)->previousseg = 0; //
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}
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FGTaxiNode *firstNode = findNode(start);
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firstNode->pathscore = 0;
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FGTaxiNode *lastNode = findNode(end);
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FGTaxiNodeVector unvisited(nodes); // working copy
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while (!unvisited.empty()) {
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FGTaxiNode* best = *(unvisited.begin());
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for (FGTaxiNodeVectorIterator
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itr = unvisited.begin();
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itr != unvisited.end(); itr++) {
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if ((*itr)->pathscore < best->pathscore)
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best = (*itr);
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}
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FGTaxiNodeVectorIterator newend = remove(unvisited.begin(), unvisited.end(), best);
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unvisited.erase(newend, unvisited.end());
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if (best == lastNode) { // found route or best not connected
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break;
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} else {
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for (FGTaxiSegmentVectorIterator
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seg = best->getBeginRoute();
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seg != best->getEndRoute(); seg++) {
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FGTaxiNode* tgt = (*seg)->getEnd();
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double alt = best->pathscore + (*seg)->getLength();
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if (alt < tgt->pathscore) { // Relax (u,v)
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tgt->pathscore = alt;
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tgt->previousnode = best;
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tgt->previousseg = *seg; //
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}
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}
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}
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}
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sort(routes.begin(), routes.end());
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//for (intVecIterator i = route.begin(); i != route.end(); i++)
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// {
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// rte->push_back(*i);
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// }
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if (routes.begin() != routes.end())
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{
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// if ((routes.begin()->getDepth() < 0.5 * maxDepth) && (maxDepth > 1))
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// {
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// maxDepth--;
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// cerr << "Max search depth decreased to : " << maxDepth;
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// }
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// else
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// {
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// maxDepth++;
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// cerr << "Max search depth increased to : " << maxDepth;
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// }
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return *(routes.begin());
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if (lastNode->pathscore == HUGE_VAL) {
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// no valid route found
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SG_LOG( SG_GENERAL, SG_ALERT, "Failed to find route from waypoint " << start << " to " << end << " at " <<
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parent->getId());
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exit(1); //TODO exit more gracefully, no need to stall the whole sim with broken GN's
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} else {
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// assemble route from backtrace information
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intVec nodes, routes;
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FGTaxiNode* bt = lastNode;
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while (bt->previousnode != 0) {
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nodes.push_back(bt->getIndex());
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routes.push_back(bt->previousseg->getIndex());
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bt = bt->previousnode;
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}
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nodes.push_back(start);
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reverse(nodes.begin(), nodes.end());
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reverse(routes.begin(), routes.end());
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return FGTaxiRoute(nodes, routes, lastNode->pathscore, 0);
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}
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else
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return empty;
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}
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void FGGroundNetwork::trace(FGTaxiNode *currNode, int end, int depth, double distance)
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{
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// Just check some preconditions of the trace algorithm
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if (nodesStack.size() != routesStack.size())
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{
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SG_LOG(SG_GENERAL, SG_ALERT, "size of nodesStack and routesStack is not equal. NodesStack :"
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<< nodesStack.size() << ". RoutesStack : " << routesStack.size());
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}
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nodesStack.push_back(currNode->getIndex());
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totalDistance += distance;
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//cerr << "Starting trace " << currNode->getIndex() << " " << "total distance: " << totalDistance << endl;
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// << currNode->getIndex() << endl;
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// If the current route matches the required end point we found a valid route
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// So we can add this to the routing table
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if (currNode->getIndex() == end)
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{
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maxDepth = depth;
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//cerr << "Found route : " << totalDistance << "" << " " << *(nodesStack.end()-1) << " Depth = " << depth << endl;
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routes.push_back(FGTaxiRoute(nodesStack,routesStack,totalDistance, depth));
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if (nodesStack.empty() || routesStack.empty())
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{
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printRoutingError(string("while finishing route"));
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}
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nodesStack.pop_back();
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routesStack.pop_back();
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if (!(foundRoute)) {
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maxDistance = totalDistance;
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}
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else
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if (totalDistance < maxDistance)
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maxDistance = totalDistance;
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foundRoute = true;
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totalDistance -= distance;
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return;
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}
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// search if the currentNode has been encountered before
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// if so, we should step back one level, because it is
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// rather rediculous to proceed further from here.
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// if the current node has not been encountered before,
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// i should point to nodesStack.end()-1; and we can continue
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// if i is not nodesStack.end, the previous node was found,
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// and we should return.
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// This only works at trace levels of 1 or higher though
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if (depth > 0) {
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intVecIterator i = nodesStack.begin();
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while ((*i) != currNode->getIndex()) {
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//cerr << "Route so far : " << (*i) << endl;
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i++;
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}
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if (i != nodesStack.end()-1) {
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if (nodesStack.empty() || routesStack.empty())
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{
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printRoutingError(string("while returning from an already encountered node"));
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}
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nodesStack.pop_back();
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routesStack.pop_back();
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totalDistance -= distance;
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return;
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}
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if (depth >= maxDepth) {
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count++;
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if (!(count % 100000)) {
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maxDepth--; // Gradually decrease maxdepth, to prevent "eternal searches"
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//cerr << "Reducing maxdepth to " << maxDepth << endl;
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}
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nodesStack.pop_back();
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routesStack.pop_back();
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totalDistance -= distance;
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return;
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}
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// If the total distance from start to the current waypoint
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// is longer than that of a route we can also stop this trace
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// and go back one level.
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if ((totalDistance > maxDistance) && foundRoute)
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//if (foundRoute)
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{
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//cerr << "Stopping rediculously long trace: " << totalDistance << endl;
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if (nodesStack.empty() || routesStack.empty())
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{
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printRoutingError(string("while returning from finding a rediculously long route"));
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}
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nodesStack.pop_back();
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routesStack.pop_back();
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totalDistance -= distance;
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return;
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}
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}
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// void FGGroundNetwork::trace(FGTaxiNode *currNode, int end, int depth, double distance)
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// {
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// // Just check some preconditions of the trace algorithm
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// if (nodesStack.size() != routesStack.size())
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// {
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// SG_LOG(SG_GENERAL, SG_ALERT, "size of nodesStack and routesStack is not equal. NodesStack :"
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// << nodesStack.size() << ". RoutesStack : " << routesStack.size());
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// }
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// nodesStack.push_back(currNode->getIndex());
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// totalDistance += distance;
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// //cerr << "Starting trace " << currNode->getIndex() << " " << "total distance: " << totalDistance << endl;
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// // << currNode->getIndex() << endl;
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//
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// // If the current route matches the required end point we found a valid route
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// // So we can add this to the routing table
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// if (currNode->getIndex() == end)
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// {
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// maxDepth = depth;
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// //cerr << "Found route : " << totalDistance << "" << " " << *(nodesStack.end()-1) << " Depth = " << depth << endl;
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// routes.push_back(FGTaxiRoute(nodesStack,routesStack,totalDistance, depth));
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// if (nodesStack.empty() || routesStack.empty())
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// {
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// printRoutingError(string("while finishing route"));
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// }
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// nodesStack.pop_back();
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// routesStack.pop_back();
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// if (!(foundRoute)) {
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// maxDistance = totalDistance;
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// }
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// else
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// if (totalDistance < maxDistance)
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// maxDistance = totalDistance;
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// foundRoute = true;
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// totalDistance -= distance;
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// return;
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// }
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//
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//
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// // search if the currentNode has been encountered before
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// // if so, we should step back one level, because it is
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// // rather rediculous to proceed further from here.
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// // if the current node has not been encountered before,
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// // i should point to nodesStack.end()-1; and we can continue
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// // if i is not nodesStack.end, the previous node was found,
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// // and we should return.
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// // This only works at trace levels of 1 or higher though
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// if (depth > 0) {
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// intVecIterator i = nodesStack.begin();
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// while ((*i) != currNode->getIndex()) {
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// //cerr << "Route so far : " << (*i) << endl;
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// i++;
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// }
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// if (i != nodesStack.end()-1) {
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// if (nodesStack.empty() || routesStack.empty())
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// {
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// printRoutingError(string("while returning from an already encountered node"));
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// }
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// nodesStack.pop_back();
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// routesStack.pop_back();
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// totalDistance -= distance;
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// return;
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// }
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// if (depth >= maxDepth) {
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// count++;
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// if (!(count % 100000)) {
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// maxDepth--; // Gradually decrease maxdepth, to prevent "eternal searches"
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// //cerr << "Reducing maxdepth to " << maxDepth << endl;
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// }
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// nodesStack.pop_back();
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// routesStack.pop_back();
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// totalDistance -= distance;
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// return;
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// }
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// // If the total distance from start to the current waypoint
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// // is longer than that of a route we can also stop this trace
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// // and go back one level.
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// if ((totalDistance > maxDistance) && foundRoute)
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// //if (foundRoute)
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// {
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// //cerr << "Stopping rediculously long trace: " << totalDistance << endl;
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// if (nodesStack.empty() || routesStack.empty())
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// {
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// printRoutingError(string("while returning from finding a rediculously long route"));
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// }
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// nodesStack.pop_back();
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// routesStack.pop_back();
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// totalDistance -= distance;
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// return;
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// }
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// }
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/*
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//cerr << "2" << endl;
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if (currNode->getBeginRoute() != currNode->getEndRoute())
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{
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@ -625,7 +625,7 @@ void FGGroundNetwork::trace(FGTaxiNode *currNode, int end, int depth, double dis
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}
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totalDistance -= distance;
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return;
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}
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}*/
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void FGGroundNetwork::printRoutingError(string mess)
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{
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@ -729,20 +729,34 @@ void FGGroundNetwork::update(int id, double lat, double lon, double heading, dou
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// return;
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//else
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// setDt(0);
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current->clearResolveCircularWait();
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current->setWaitsForId(0);
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checkSpeedAdjustment(id, lat, lon, heading, speed, alt);
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checkHoldPosition (id, lat, lon, heading, speed, alt);
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if (checkForCircularWaits(id)) {
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i->setResolveCircularWait();
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}
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}
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/**
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Scan for a speed adjustment change. Find the nearest aircraft that is in front
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and adjust speed when we get too close. Only do this when current position and/or
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intentions of the current aircraft match current taxiroute position of the proximate
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aircraft. For traffic that is on other routes we need to issue a "HOLD Position"
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instruction. See below for the hold position instruction.
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Note that there currently still is one flaw in the logic that needs to be addressed.
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can be situations where one aircraft is in front of the current aircraft, on a separate
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route, but really close after an intersection coming off the current route. This
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aircraft is still close enough to block the current aircraft. This situation is currently
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not addressed yet, but should be.
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*/
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void FGGroundNetwork::checkSpeedAdjustment(int id, double lat,
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double lon, double heading,
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double speed, double alt)
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{
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// Scan for a speed adjustment change. Find the nearest aircraft that is in front
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// and adjust speed when we get too close. Only do this when current position and/or
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// intentions of the current aircraft match current taxiroute position of the proximate
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// aircraft. For traffic that is on other routes we need to issue a "HOLD Position"
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// instruction. See below for the hold position instruction.
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TrafficVectorIterator current, closest;
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TrafficVectorIterator i = activeTraffic.begin();
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bool otherReasonToSlowDown = false;
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@ -766,6 +780,7 @@ void FGGroundNetwork::checkSpeedAdjustment(int id, double lat,
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}
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current = i;
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//closest = current;
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previousInstruction = current->getSpeedAdjustment();
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double mindist = HUGE;
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if (activeTraffic.size())
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@ -877,15 +892,18 @@ void FGGroundNetwork::checkSpeedAdjustment(int id, double lat,
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}
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}
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/**
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Check for "Hold position instruction".
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The hold position should be issued under the following conditions:
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1) For aircraft entering or crossing a runway with active traffic on it, or landing aircraft near it
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2) For taxiing aircraft that use one taxiway in opposite directions
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3) For crossing or merging taxiroutes.
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*/
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void FGGroundNetwork::checkHoldPosition(int id, double lat,
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double lon, double heading,
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double speed, double alt)
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{
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// Check for "Hold position instruction".
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// The hold position should be issued under the following conditions:
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// 1) For aircraft entering or crossing a runway with active traffic on it, or landing aircraft near it
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// 2) For taxiing aircraft that use one taxiway in opposite directions
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// 3) For crossing or merging taxiroutes.
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TrafficVectorIterator current;
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TrafficVectorIterator i = activeTraffic.begin();
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@ -928,8 +946,7 @@ void FGGroundNetwork::checkHoldPosition(int id, double lat,
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SGWayPoint nodePos(findNode(node)->getLongitude (),
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findNode(node)->getLatitude (),
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alt);
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SGWayPoint other (i->getLongitude (),
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i->getLatitude (),
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i->getAltitude ());
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@ -979,6 +996,7 @@ void FGGroundNetwork::checkHoldPosition(int id, double lat,
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{
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current->setHoldPosition(true);
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current->setWaitsForId(i->getId());
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//cerr << "Hold check 5: " << current->getCallSign() <<" Setting Hold Position: distance to node (" << node << ") "
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// << dist << " meters. Waiting for " << i->getCallSign();
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//if (opposing)
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@ -999,6 +1017,101 @@ void FGGroundNetwork::checkHoldPosition(int id, double lat,
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}
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}
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/**
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* Check whether situations occur where the current aircraft is waiting for itself
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* due to higher order interactions.
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* A 'circular' wait is a situation where a waits for b, b waits for c, and c waits
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* for a. Ideally each aircraft only waits for one other aircraft, so by tracing
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* through this list of waiting aircraft, we can check if we'd eventually end back
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* at the current aircraft.
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*
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* Note that we should consider the situation where we are actually checking aircraft
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* d, which is waiting for aircraft a. d is not part of the loop, but is held back by
|
||||
* the looping aircraft. If we don't check for that, this function will get stuck into
|
||||
* endless loop.
|
||||
*/
|
||||
|
||||
bool FGGroundNetwork::checkForCircularWaits(int id)
|
||||
{
|
||||
//cerr << "Performing Wait check " << id << endl;
|
||||
int target = 0;
|
||||
TrafficVectorIterator current, other;
|
||||
TrafficVectorIterator i = activeTraffic.begin();
|
||||
int trafficSize = activeTraffic.size();
|
||||
if (trafficSize) {
|
||||
//while ((i->getId() != id) && i != activeTraffic.end())
|
||||
while (i != activeTraffic.end()) {
|
||||
if (i->getId() == id) {
|
||||
break;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
}
|
||||
else {
|
||||
return false;
|
||||
}
|
||||
if (i == activeTraffic.end() || (trafficSize == 0)) {
|
||||
SG_LOG(SG_GENERAL, SG_ALERT, "AI error: Trying to access non-existing aircraft in FGGroundNetwork::checkForCircularWaits");
|
||||
}
|
||||
|
||||
current = i;
|
||||
target = current->getWaitsForId();
|
||||
//bool printed = false; // Note that this variable is for debugging purposes only.
|
||||
int counter = 0;
|
||||
while ((target > 0) && (target != id) && counter++ < trafficSize) {
|
||||
//printed = true;
|
||||
TrafficVectorIterator i = activeTraffic.begin();
|
||||
if (trafficSize) {
|
||||
//while ((i->getId() != id) && i != activeTraffic.end())
|
||||
while (i != activeTraffic.end()) {
|
||||
if (i->getId() == target) {
|
||||
break;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
}
|
||||
else {
|
||||
return false;
|
||||
}
|
||||
if (i == activeTraffic.end() || (trafficSize == 0)) {
|
||||
//cerr << "[Waiting for traffic at Runway: DONE] " << endl << endl;;
|
||||
// The target id is not found on the current network, which means it's at the tower
|
||||
//SG_LOG(SG_GENERAL, SG_ALERT, "AI error: Trying to access non-existing aircraft in FGGroundNetwork::checkForCircularWaits");
|
||||
return false;
|
||||
}
|
||||
other = i;
|
||||
target = other->getWaitsForId();
|
||||
|
||||
// actually this trap isn't as impossible as it first seemed:
|
||||
// the setWaitsForID(id) is set to current when the aircraft
|
||||
// is waiting for the user controlled aircraft.
|
||||
//if (current->getId() == other->getId()) {
|
||||
// cerr << "Caught the impossible trap" << endl;
|
||||
// cerr << "Current = " << current->getId() << endl;
|
||||
// cerr << "Other = " << other ->getId() << endl;
|
||||
// for (TrafficVectorIterator at = activeTraffic.begin();
|
||||
// at != activeTraffic.end();
|
||||
// at++) {
|
||||
// cerr << "currently active aircraft : " << at->getCallSign() << " with Id " << at->getId() << " waits for " << at->getWaitsForId() << endl;
|
||||
// }
|
||||
// exit(1);
|
||||
if (current->getId() == other->getId())
|
||||
return false;
|
||||
//}
|
||||
//cerr << current->getCallSign() << " (" << current->getId() << ") " << " -> " << other->getCallSign()
|
||||
// << " (" << other->getId() << "); " << endl;;
|
||||
//current = other;
|
||||
}
|
||||
//if (printed)
|
||||
// cerr << "[done] " << endl << endl;;
|
||||
if (id == target) {
|
||||
SG_LOG(SG_GENERAL, SG_INFO, "Detected circular wait condition");
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Note that this function is probably obsolete...
|
||||
bool FGGroundNetwork::hasInstruction(int id)
|
||||
{
|
||||
|
@ -1045,3 +1158,4 @@ FGATCInstruction FGGroundNetwork::getInstruction(int id)
|
|||
return FGATCInstruction();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -81,6 +81,12 @@ public:
|
|||
bool operator<(const FGTaxiNode &other) const { return index < other.index; };
|
||||
|
||||
void sortEndSegments(bool);
|
||||
|
||||
// used in way finding
|
||||
double pathscore;
|
||||
FGTaxiNode* previousnode;
|
||||
FGTaxiSegment* previousseg;
|
||||
|
||||
};
|
||||
|
||||
typedef vector<FGTaxiNode*> FGTaxiNodeVector;
|
||||
|
@ -190,7 +196,7 @@ class FGGroundNetwork : public FGATCController
|
|||
{
|
||||
private:
|
||||
bool hasNetwork;
|
||||
int maxDepth;
|
||||
//int maxDepth;
|
||||
int count;
|
||||
FGTaxiNodeVector nodes;
|
||||
FGTaxiSegmentVector segments;
|
||||
|
@ -230,7 +236,7 @@ public:
|
|||
FGTaxiNode *findNode(int idx);
|
||||
FGTaxiSegment *findSegment(int idx);
|
||||
FGTaxiRoute findShortestRoute(int start, int end);
|
||||
void trace(FGTaxiNode *, int, int, double dist);
|
||||
//void trace(FGTaxiNode *, int, int, double dist);
|
||||
|
||||
void setParent(FGAirport *par) { parent = par; };
|
||||
|
||||
|
@ -241,6 +247,8 @@ public:
|
|||
virtual void update(int id, double lat, double lon, double heading, double speed, double alt, double dt);
|
||||
virtual bool hasInstruction(int id);
|
||||
virtual FGATCInstruction getInstruction(int id);
|
||||
|
||||
bool checkForCircularWaits(int id);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -300,6 +300,7 @@ FGATCInstruction::FGATCInstruction()
|
|||
changeSpeed = false;
|
||||
changeHeading = false;
|
||||
changeAltitude = false;
|
||||
resolveCircularWait = false;
|
||||
|
||||
double speed = 0;
|
||||
double heading = 0;
|
||||
|
@ -308,7 +309,7 @@ FGATCInstruction::FGATCInstruction()
|
|||
|
||||
bool FGATCInstruction::hasInstruction()
|
||||
{
|
||||
return (holdPattern || holdPosition || changeSpeed || changeHeading || changeAltitude);
|
||||
return (holdPattern || holdPosition || changeSpeed || changeHeading || changeAltitude || resolveCircularWait);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -58,6 +58,7 @@ private:
|
|||
bool changeSpeed;
|
||||
bool changeHeading;
|
||||
bool changeAltitude;
|
||||
bool resolveCircularWait;
|
||||
|
||||
double speed;
|
||||
double heading;
|
||||
|
@ -76,19 +77,23 @@ public:
|
|||
double getHeading () { return heading; };
|
||||
double getAlt () { return alt; };
|
||||
|
||||
bool getCheckForCircularWait() { return resolveCircularWait; };
|
||||
|
||||
void setHoldPattern (bool val) { holdPattern = val; };
|
||||
void setHoldPosition (bool val) { holdPosition = val; };
|
||||
void setChangeSpeed (bool val) { changeSpeed = val; };
|
||||
void setChangeHeading (bool val) { changeHeading = val; };
|
||||
void setChangeAltitude(bool val) { changeAltitude = val; };
|
||||
|
||||
void setResolveCircularWait (bool val) { resolveCircularWait = val; };
|
||||
|
||||
void setSpeed (double val) { speed = val; };
|
||||
void setHeading (double val) { heading = val; };
|
||||
void setAlt (double val) { alt = val; };
|
||||
};
|
||||
|
||||
|
||||
/**************************************************************************************
|
||||
/**
|
||||
* class FGATCController
|
||||
* NOTE: this class serves as an abstraction layer for all sorts of ATC controller.
|
||||
*************************************************************************************/
|
||||
|
@ -170,6 +175,9 @@ public:
|
|||
|
||||
void setWaitsForId(int id) { waitsForId = id; };
|
||||
|
||||
void setResolveCircularWait() { instruction.setResolveCircularWait(true); };
|
||||
void clearResolveCircularWait() { instruction.setResolveCircularWait(false); };
|
||||
|
||||
string getRunway() { return runway; };
|
||||
void setCallSign(string clsgn) { callsign = clsgn; };
|
||||
string getCallSign() { return callsign; };
|
||||
|
|
Loading…
Reference in a new issue