553 lines
18 KiB
C++
553 lines
18 KiB
C++
// FGGround - a class to provide ground control at larger airports.
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//
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// Written by David Luff, started March 2002.
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//
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// Copyright (C) 2002 David C. Luff - david.luff@nottingham.ac.uk
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/misc/sgstream.hxx>
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#include <simgear/constants.h>
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#include <Main/globals.hxx>
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#include <stdlib.h>
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#include STL_FSTREAM
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#include "ground.hxx"
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#include "ATCutils.hxx"
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SG_USING_STD(ifstream);
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SG_USING_STD(cout);
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node::node() {
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}
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node::~node() {
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for(unsigned int i=0; i < arcs.size(); ++i) {
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delete arcs[i];
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}
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}
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// Make sure that a_path.cost += distance is safe from the moment it's created.
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a_path::a_path() {
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cost = 0;
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}
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FGGround::FGGround() {
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display = false;
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networkLoadOK = false;
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}
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FGGround::~FGGround() {
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}
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void FGGround::ParseRwyExits(node* np, char* es) {
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char* token;
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char estr[20];
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strcpy(estr, es);
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const char delimiters[] = "-";
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token = strtok(estr, delimiters);
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while(token != NULL) {
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int i = atoi(token);
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//cout << "token = " << token << endl;
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//cout << "rwy number = " << i << endl;
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//runways[(atoi(token))].exits.push_back(np);
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runways[i].exits.push_back(np);
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//cout << "token = " << token << '\n';
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token = strtok(NULL, delimiters);
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}
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}
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// Load the ground logical network of the current instances airport
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// Return true if successfull.
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// TODO - currently the file is assumed to reside in the base/ATC directory.
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// This might change to something more thought out in the future.
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// NOTE - currently it is assumed that all nodes are loaded before any arcs.
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// It won't work ATM if this doesn't hold true.
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bool FGGround::LoadNetwork() {
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node* np;
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arc* ap;
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Gate* gp;
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int gateCount = 0; // This is used to allocate gateID's from zero upwards
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// This may well change in the future - probably to reading in the real-world
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// gate numbers from file.
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ifstream fin;
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SGPath path = globals->get_fg_root();
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//string taxiPath = "ATC/" + ident + ".taxi";
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string taxiPath = "ATC/KEMT.taxi"; // FIXME - HARDWIRED FOR TESTING
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path.append(taxiPath);
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SG_LOG(SG_GENERAL, SG_INFO, "Trying to read taxiway data for " << ident << "...");
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//cout << "Trying to read taxiway data for " << ident << "..." << endl;
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fin.open(path.c_str(), ios::in);
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if(!fin) {
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SG_LOG(SG_GENERAL, SG_ALERT, "Unable to open taxiway data input file " << path.c_str());
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//cout << "Unable to open taxiway data input file " << path.c_str() << endl;
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return(false);
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}
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char ch;
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char buf[30];
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while(!fin.eof()) {
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fin >> buf;
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// Node, arc, or [End]?
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//cout << "Read in ground network element type = " << buf << endl;
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if(!strcmp(buf, "[End]")) { // TODO - maybe make this more robust to spelling errors by just looking for '['
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SG_LOG(SG_GENERAL, SG_INFO, "Done reading " << path.c_str() << endl);
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break;
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} else if(!strcmp(buf, "N")) {
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// Node
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np = new node;
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np->struct_type = NODE;
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fin >> buf;
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np->nodeID = atoi(buf);
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fin >> buf;
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np->pos.setlon(atof(buf));
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fin >> buf;
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np->pos.setlat(atof(buf));
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fin >> buf;
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np->pos.setelev(atof(buf));
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fin >> buf; // node type
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if(!strcmp(buf, "J")) {
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np->type = JUNCTION;
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} else if(!strcmp(buf, "T")) {
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np->type = TJUNCTION;
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} else if(!strcmp(buf, "H")) {
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np->type = HOLD;
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} else {
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SG_LOG(SG_GENERAL, SG_ALERT, "**** ERROR ***** Unknown node type in taxi network...\n");
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delete np;
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return(false);
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}
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fin >> buf; // rwy exit information - gets parsed later - FRAGILE - will break if buf is reused.
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// Now the name
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fin >> ch; // strip the leading " off
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np->name = "";
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while(1) {
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fin.unsetf(ios::skipws);
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fin >> ch;
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if((ch == '"') || (ch == 0x0A)) {
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break;
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} // we shouldn't need the 0x0A but it makes a nice safely in case someone leaves off the "
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np->name += ch;
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}
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fin.setf(ios::skipws);
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network.push_back(np);
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// FIXME - fragile - replies on buf not getting modified from exits read to here
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// see if we also need to push it onto the runway exit list
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//cout << "strlen(buf) = " << strlen(buf) << endl;
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if(strlen(buf) > 2) {
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//cout << "Calling ParseRwyExits for " << buf << endl;
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ParseRwyExits(np, buf);
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}
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} else if(!strcmp(buf, "A")) {
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ap = new arc;
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ap->struct_type = ARC;
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fin >> buf;
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ap->n1 = atoi(buf);
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fin >> buf;
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ap->n2 = atoi(buf);
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fin >> buf;
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if(!strcmp(buf, "R")) {
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ap->type = RUNWAY;
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} else if(!strcmp(buf, "T")) {
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ap->type = TAXIWAY;
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} else {
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SG_LOG(SG_GENERAL, SG_ALERT, "**** ERROR ***** Unknown arc type in taxi network...\n");
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delete ap;
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return(false);
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}
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// directed?
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fin >> buf;
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if(!strcmp(buf, "Y")) {
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ap->directed = true;
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} else if(!strcmp(buf, "N")) {
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ap->directed = false;
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} else {
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SG_LOG(SG_GENERAL, SG_ALERT, "**** ERROR ***** Unknown arc directed value in taxi network - should be Y/N !!!\n");
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delete ap;
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return(false);
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}
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// Now the name
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ap->name = "";
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while(1) {
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fin.unsetf(ios::skipws);
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fin >> ch;
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ap->name += ch;
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if((ch == '"') || (ch == 0x0A)) {
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break;
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} // we shouldn't need the 0x0A but it makes a nice safely in case someone leaves off the "
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}
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fin.setf(ios::skipws);
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ap->distance = (int)dclGetHorizontalSeparation(network[ap->n1]->pos, network[ap->n2]->pos);
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//cout << "Distance = " << ap->distance << '\n';
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network[ap->n1]->arcs.push_back(ap);
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network[ap->n2]->arcs.push_back(ap);
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} else if(!strcmp(buf, "G")) {
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gp = new Gate;
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gp->struct_type = NODE;
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gp->type = GATE;
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fin >> buf;
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gp->nodeID = atoi(buf);
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fin >> buf;
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gp->pos.setlon(atof(buf));
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fin >> buf;
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gp->pos.setlat(atof(buf));
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fin >> buf;
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gp->pos.setelev(atof(buf));
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fin >> buf; // gate type - ignore this for now
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fin >> buf; // gate heading
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gp->heading = atoi(buf);
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// Now the name
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gp->name = "";
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while(1) {
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fin.unsetf(ios::skipws);
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fin >> ch;
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gp->name += ch;
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if((ch == '"') || (ch == 0x0A)) {
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break;
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} // we shouldn't need the 0x0A but it makes a nice safely in case someone leaves off the "
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}
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fin.setf(ios::skipws);
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gp->id = gateCount; // Warning - this will likely change in the future.
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gp->used = false;
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network.push_back(gp);
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gates[gateCount] = gp;
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gateCount++;
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} else {
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// Something has gone seriously pear-shaped
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SG_LOG(SG_GENERAL, SG_ALERT, "********* ERROR - unknown ground network element type... aborting read of " << path.c_str() << '\n');
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return(false);
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}
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fin >> skipeol;
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}
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return(true);
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}
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void FGGround::Init() {
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display = false;
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// For now we'll hardwire the threshold end
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Point3D P010(-118.037483, 34.081358, 296 * SG_FEET_TO_METER);
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double hdg = 25.32;
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ortho.Init(P010, hdg);
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networkLoadOK = LoadNetwork();
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}
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void FGGround::Update() {
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// Each time step, what do we need to do?
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// We need to go through the list of outstanding requests and acknowedgements
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// and process at least one of them.
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// We need to go through the list of planes under our control and check if
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// any need to be addressed.
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// We need to check for planes not under our control coming within our
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// control area and address if necessary.
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// Lets take the example of a plane which has just contacted ground
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// following landing - presumably requesting where to go?
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// First we need to establish the position of the plane within the logical network.
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// Next we need to decide where its going.
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}
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// Return a random gate ID of an unused gate.
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// Two error values may be returned and must be checked for by the calling function:
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// -2 signifies that no gates exist at this airport.
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// -1 signifies that all gates are currently full.
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int FGGround::GetRandomGateID() {
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// Check that this airport actually has some gates!!
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if(!gates.size()) {
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return(-2);
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}
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gate_vec_type gateVec;
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int num = 0;
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int thenum;
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int ID;
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gatesItr = gates.begin();
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while(gatesItr != gates.end()) {
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if((gatesItr->second)->used == false) {
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gateVec.push_back(gatesItr->second);
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num++;
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}
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++gatesItr;
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}
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// Check that there are some unused gates!
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if(!gateVec.size()) {
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return(-1);
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}
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// Randomly select one from the list
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sg_srandom_time();
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thenum = (int)(sg_random() * gateVec.size());
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ID = gateVec[thenum]->id;
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return(ID);
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}
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// Return a pointer to an unused gate node
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Gate* FGGround::GetGateNode() {
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int id = GetRandomGateID();
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if(id < 0) {
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return(NULL);
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} else {
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return(gates[id]);
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}
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}
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// WARNING - This is hardwired to my prototype logical network format
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// and will almost certainly change when Bernie's stuff comes on-line.
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node* FGGround::GetThresholdNode(string rwyID) {
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// For now go through all the nodes and parse their names
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// Maybe in the future we'll map threshold nodes by ID
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//cout << "Size of network is " << network.size() << '\n';
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for(unsigned int i=0; i<network.size(); ++i) {
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//cout << "Name = " << network[i]->name << '\n';
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if(network[i]->name.size()) {
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string s = network[i]->name;
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// Warning - the next bit is fragile and dependent on my current naming scheme
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//cout << "substr = " << s.substr(0,3) << '\n';
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//cout << "size of s = " << s.size() << '\n';
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if(s.substr(0,3) == "rwy") {
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//cout << "subsubstr = " << s.substr(4, s.size() - 4) << '\n';
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if(s.substr(4, s.size() - 4) == rwyID) {
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return network[i];
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}
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}
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}
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}
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return NULL;
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}
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// Get a path from a point on a runway to a gate
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// TODO !!
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// Get a path from a node to another node
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// Eventually we will need complex algorithms for this taking other traffic,
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// shortest path and suitable paths into accout.
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// For now we'll just call the shortest path algorithm.
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ground_network_path_type FGGround::GetPath(node* A, node* B) {
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return(GetShortestPath(A, B));
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};
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// Get a path from a node to a runway threshold
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ground_network_path_type FGGround::GetPath(node* A, string rwyID) {
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node* b = GetThresholdNode(rwyID);
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if(b == NULL) {
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SG_LOG(SG_GENERAL, SG_ALERT, "ERROR - unable to find path to runway theshold in ground.cxx\n");
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ground_network_path_type emptyPath;
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emptyPath.erase(emptyPath.begin(), emptyPath.end());
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return(emptyPath);
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}
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return GetShortestPath(A, b);
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}
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// A shortest path algorithm from memory (ie. I can't find the bl&*dy book again!)
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// I'm sure there must be enchancements that we can make to this, such as biasing the
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// order in which the nodes are searched out from in favour of those geographically
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// closer to the destination.
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// Note that we are working with the master set of nodes and arcs so we mustn't change
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// or delete them - we only delete the paths that we create during the algorithm.
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ground_network_path_type FGGround::GetShortestPath(node* A, node* B) {
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a_path* pathPtr;
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shortest_path_map_type pathMap;
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node_array_type nodesLeft;
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// Debugging check
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int pathsCreated = 0;
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// Initialise the algorithm
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nodesLeft.push_back(A);
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pathPtr = new a_path;
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pathsCreated++;
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pathPtr->path.push_back(A);
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pathPtr->cost = 0;
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pathMap[A->nodeID] = pathPtr;
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bool solution_found = false; // Flag to indicate that at least one candidate path has been found
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int solution_cost = -1; // Cost of current best cost solution. -1 indicates no solution found yet.
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a_path solution_path;
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node* nPtr; // nPtr is used to point to the node we are currently working with
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while(nodesLeft.size()) {
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//cout << "\n*****nodesLeft*****\n";
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//for(unsigned int i=0; i<nodesLeft.size(); ++i) {
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//cout << nodesLeft[i]->nodeID << '\n';
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//}
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//cout << "*******************\n\n";
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nPtr = *nodesLeft.begin(); // Thought - definate optimization possibilities here in the choice of which nodes we process first.
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nodesLeft.erase(nodesLeft.begin());
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//cout << "Walking out from node " << nPtr->nodeID << '\n';
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for(unsigned int i=0; i<nPtr->arcs.size(); ++i) {
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//cout << "ARC TO " << ((nPtr->arcs[i]->n1 == nPtr->nodeID) ? nPtr->arcs[i]->n2 : nPtr->arcs[i]->n1) << '\n';
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}
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if((solution_found) && (solution_cost <= pathMap[nPtr->nodeID]->cost)) {
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// Do nothing - we've already found a solution and this partial path is already more expensive
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} else {
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// This path could still be better than the current solution - check it out
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for(unsigned int i=0; i<(nPtr->arcs.size()); i++) {
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// Map the new path against the end node, ie. *not* the one we just started with.
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unsigned int end_nodeID = ((nPtr->arcs[i]->n1 == nPtr->nodeID) ? nPtr->arcs[i]->n2 : nPtr->arcs[i]->n1);
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//cout << "end_nodeID = " << end_nodeID << '\n';
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//cout << "pathMap size is " << pathMap.size() << '\n';
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if(end_nodeID == nPtr->nodeID) {
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//cout << "Circular arc!\n";
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// Then its a circular arc - don't bother!!
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//nPtr->arcs.erase(nPtr->arcs.begin() + i);
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} else {
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// see if the end node is already in the map or not
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if(pathMap.find(end_nodeID) == pathMap.end()) {
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//cout << "Not in the map" << endl;;
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// Not in the map - easy!
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pathPtr = new a_path;
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pathsCreated++;
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*pathPtr = *pathMap[nPtr->nodeID]; // *copy* the path
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pathPtr->path.push_back(nPtr->arcs[i]);
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pathPtr->path.push_back(network[end_nodeID]);
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pathPtr->cost += nPtr->arcs[i]->distance;
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pathMap[end_nodeID] = pathPtr;
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nodesLeft.push_back(network[end_nodeID]); // By definition this can't be in the list already, or
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// it would also have been in the map and hence OR'd with this one.
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if(end_nodeID == B->nodeID) {
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//cout << "Solution found!!!" << endl;
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// Since this node wasn't in the map this is by definition the first solution
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solution_cost = pathPtr->cost;
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solution_path = *pathPtr;
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solution_found = true;
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}
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} else {
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//cout << "Already in the map" << endl;
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// In the map - not so easy - need to get rid of an arc from the higher cost one.
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//cout << "Current cost of node " << end_nodeID << " is " << pathMap[end_nodeID]->cost << endl;
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int newCost = pathMap[nPtr->nodeID]->cost + nPtr->arcs[i]->distance;
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//cout << "New cost is of node " << nPtr->nodeID << " is " << newCost << endl;
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if(newCost >= pathMap[end_nodeID]->cost) {
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// No need to do anything.
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//cout << "Not doing anything!" << endl;
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} else {
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delete pathMap[end_nodeID];
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pathsCreated--;
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pathPtr = new a_path;
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pathsCreated++;
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*pathPtr = *pathMap[nPtr->nodeID]; // *copy* the path
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pathPtr->path.push_back(nPtr->arcs[i]);
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pathPtr->path.push_back(network[end_nodeID]);
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pathPtr->cost += nPtr->arcs[i]->distance;
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pathMap[end_nodeID] = pathPtr;
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// We need to add this node to the list-to-do again to force a recalculation
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// onwards from this node with the new lower cost to node cost.
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nodesLeft.push_back(network[end_nodeID]);
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if(end_nodeID == B->nodeID) {
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//cout << "Solution found!!!" << endl;
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// Need to check if there is a previous better solution
|
|
if((solution_cost < 0) || (pathPtr->cost < solution_cost)) {
|
|
solution_cost = pathPtr->cost;
|
|
solution_path = *pathPtr;
|
|
solution_found = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// delete all the paths before returning
|
|
shortest_path_map_iterator spItr = pathMap.begin();
|
|
while(spItr != pathMap.end()) {
|
|
if(spItr->second != NULL) {
|
|
delete spItr->second;
|
|
--pathsCreated;
|
|
}
|
|
++spItr;
|
|
}
|
|
|
|
//cout << "pathsCreated = " << pathsCreated << '\n';
|
|
if(pathsCreated > 0) {
|
|
SG_LOG(SG_GENERAL, SG_ALERT, "WARNING - Possible memory leak in FGGround::GetShortestPath\n\
|
|
Please report to flightgear-devel@flightgear.org\n");
|
|
}
|
|
|
|
//cout << (solution_found ? "Result: solution found\n" : "Result: no solution found\n");
|
|
return(solution_path.path); // TODO - we really ought to have a fallback position incase a solution isn't found.
|
|
}
|
|
|
|
|
|
|
|
// Randomly or otherwise populate some of the gates with parked planes
|
|
// (might eventually be done by the AIMgr if and when lots of AI traffic is generated)
|
|
|
|
// Return a list of exits from a given runway
|
|
// It is up to the calling function to check for non-zero size of returned array before use
|
|
node_array_type FGGround::GetExits(int rwyID) {
|
|
return(runways[rwyID].exits);
|
|
}
|
|
|
|
#if 0
|
|
void FGGround::NewArrival(plane_rec plane) {
|
|
// What are we going to do here?
|
|
// We need to start a new ground_rec and add the plane_rec to it
|
|
// We need to decide what gate we are going to clear it to.
|
|
// Then we need to add clearing it to that gate to the pending transmissions queue? - or simply transmit?
|
|
// Probably simply transmit for now and think about a transmission queue later if we need one.
|
|
// We might need one though in order to add a little delay for response time.
|
|
ground_rec* g = new ground_rec;
|
|
g->plane_rec = plane;
|
|
g->current_pos = ConvertWGS84ToXY(plane.pos);
|
|
g->node = GetNode(g->current_pos); // TODO - might need to sort out node/arc here
|
|
AssignGate(g);
|
|
g->cleared = false;
|
|
ground_traffic.push_back(g);
|
|
NextClearance(g);
|
|
}
|
|
|
|
void FGGround::NewContact(plane_rec plane) {
|
|
// This is a bit of a convienience function at the moment and is likely to change.
|
|
if(at a gate or apron)
|
|
NewDeparture(plane);
|
|
else
|
|
NewArrival(plane);
|
|
}
|
|
|
|
void FGGround::NextClearance(ground_rec &g) {
|
|
// Need to work out where we can clear g to.
|
|
// Assume the pilot doesn't need progressive instructions
|
|
// We *should* already have a gate or holding point assigned by the time we get here
|
|
// but it wouldn't do any harm to check.
|
|
|
|
// For now though we will hardwire it to clear to the final destination.
|
|
}
|
|
|
|
void FGGround::AssignGate(ground_rec &g) {
|
|
// We'll cheat for now - since we only have the user's aircraft and a couple of airports implemented
|
|
// we'll hardwire the gate!
|
|
// In the long run the logic of which gate or area to send the plane to could be somewhat non-trivial.
|
|
}
|
|
#endif //0
|
|
|