game::debug::blocked_by

Struct Viewer

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pub struct Viewer {
    panel: Panel,
    graph: BTreeMap<AgentID, (Duration, DelayCause)>,
    agent_positions: BTreeMap<AgentID, Pt2D>,
    arrows: Drawable,
    root_cause: Cached<AgentID, (Drawable, Text)>,
}
Expand description

Visualize the graph of what agents are blocked by others.

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§panel: Panel§graph: BTreeMap<AgentID, (Duration, DelayCause)>§agent_positions: BTreeMap<AgentID, Pt2D>§arrows: Drawable§root_cause: Cached<AgentID, (Drawable, Text)>

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impl Viewer

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pub fn new_state(ctx: &mut EventCtx<'_>, app: &App) -> Box<dyn State<App>>

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fn arrow_for(&self, app: &App, id: AgentID) -> Option<(Polygon, Color)>

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fn trace_root_cause(&self, app: &App, start: AgentID) -> (GeomBatch, String)

Figure out why some agent is blocked. Draws an arrow for each hop in the dependency chain, and gives a description of the root cause.

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fn find_worst_problems( &self, ctx: &EventCtx<'_>, app: &App, ) -> (GeomBatch, Widget)

Trace the root cause for everyone, find the most common sources, highlight them, and describe them.

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fn simple_root_cause(&self, start: AgentID) -> DelayCause

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impl State<App> for Viewer

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.

Auto Trait Implementations§

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impl Freeze for Viewer

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impl !RefUnwindSafe for Viewer

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impl !Send for Viewer

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impl !Sync for Viewer

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impl Unpin for Viewer

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impl !UnwindSafe for Viewer

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impl<T> Any for T
where T: 'static + ?Sized,

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