Struct sim::mechanics::intersection::IntersectionSimState

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pub(crate) struct IntersectionSimState {
    state: BTreeMap<IntersectionID, State>,
    use_freeform_policy_everywhere: bool,
    dont_block_the_box: bool,
    break_turn_conflict_cycles: bool,
    handle_uber_turns: bool,
    disable_turn_conflicts: bool,
    blocked_by: BTreeSet<(CarID, CarID)>,
    events: Vec<Event>,
    total_repeat_requests: usize,
    not_allowed_requests: usize,
    blocked_by_someone_requests: usize,
}
Expand description

Manages conflicts at intersections. When an agent has reached the end of a lane, they call maybe_start_turn to make a Request. Based on the intersection type (stop sign, traffic signal, or a “freeform policy”), the Request gets queued or immediately accepted. When agents finish turns or when some time passes (for traffic signals), the intersection also gets a chance to react, maybe granting one of the pending requests.

Most of the complexity comes from attempting to workaround https://a-b-street.github.io/docs/tech/trafficsim/gridlock.html.

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§state: BTreeMap<IntersectionID, State>§use_freeform_policy_everywhere: bool§dont_block_the_box: bool§break_turn_conflict_cycles: bool§handle_uber_turns: bool§disable_turn_conflicts: bool§blocked_by: BTreeSet<(CarID, CarID)>§events: Vec<Event>§total_repeat_requests: usize§not_allowed_requests: usize§blocked_by_someone_requests: usize

Implementations§

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impl IntersectionSimState

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pub fn new( map: &Map, scheduler: &mut Scheduler, opts: &SimOptions ) -> IntersectionSimState

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pub fn turn_finished( &mut self, now: Time, agent: AgentID, turn: TurnID, scheduler: &mut Scheduler, map: &Map, handling_live_edits: bool )

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pub fn cancel_request(&mut self, agent: AgentID, turn: TurnID)

For deleting cars

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pub fn space_freed( &mut self, now: Time, i: IntersectionID, scheduler: &mut Scheduler, map: &Map )

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pub fn vehicle_gone(&mut self, car: CarID)

Vanished at border, stopped biking, etc – a vehicle disappeared, and didn’t have one last turn.

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pub fn agent_deleted_mid_turn(&mut self, agent: AgentID, turn: TurnID)

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fn wakeup_waiting( &self, now: Time, i: IntersectionID, scheduler: &mut Scheduler, map: &Map )

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pub fn update_intersection( &mut self, now: Time, id: IntersectionID, map: &Map, scheduler: &mut Scheduler )

This is only triggered for traffic signals.

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pub fn maybe_start_turn( &mut self, agent: AgentID, turn: TurnID, speed: Speed, now: Time, map: &Map, scheduler: &mut Scheduler, maybe_cars_and_queues: Option<(&Car, &FixedMap<CarID, Car>, &mut HashMap<Traversable, Queue>)> ) -> bool

For cars: The head car calls this when they’re at the end of the lane WaitingToAdvance. If this returns true, then the head car MUST actually start this turn. For peds: Likewise – only called when the ped is at the start of the turn. They must actually do the turn if this returns true.

If this returns false, the agent should NOT retry. IntersectionSimState will schedule a retry event at some point.

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pub fn collect_events(&mut self) -> Vec<Event>

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pub fn handle_live_edited_traffic_signals( &mut self, now: Time, map: &Map, scheduler: &mut Scheduler )

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pub fn handle_live_edits(&self, map: &Map)

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pub fn approaching_leader(&mut self, agent: AgentID, turn: TurnID, eta: Time)

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impl IntersectionSimState

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pub fn nobody_headed_towards(&self, lane: LaneID, i: IntersectionID) -> bool

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pub fn debug_json(&self, id: IntersectionID, map: &Map) -> String

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pub fn get_accepted_agents(&self, id: IntersectionID) -> Vec<(AgentID, TurnID)>

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pub fn get_waiting_agents( &self, id: IntersectionID ) -> Vec<(AgentID, TurnID, Time)>

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pub fn delayed_intersections( &self, now: Time, threshold: Duration ) -> Vec<(IntersectionID, Time)>

Returns intersections with travelers waiting for at least threshold since now, ordered so the longest delayed intersection is first.

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pub fn current_stage_and_remaining_time( &self, now: Time, i: IntersectionID ) -> (usize, Duration)

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pub fn describe_stats(&self) -> Vec<String>

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pub fn populate_blocked_by( &self, now: Time, graph: &mut BTreeMap<AgentID, (Duration, DelayCause)>, map: &Map, cars: &FixedMap<CarID, Car>, queues: &HashMap<Traversable, Queue> )

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fn check_for_conflicts_before_uber_turn( &self, ut: &UberTurn, map: &Map ) -> Option<AgentID>

See if any agent is currently performing a turn that conflicts with an uber-turn. Doesn’t check for room on the queues.

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impl IntersectionSimState

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fn stop_sign_policy( &mut self, req: &Request, map: &Map, sign: &ControlStopSign, speed: Speed, now: Time, scheduler: &mut Scheduler ) -> bool

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fn traffic_signal_policy( &mut self, req: &Request, map: &Map, signal: &ControlTrafficSignal, speed: Speed, now: Time, scheduler: Option<&mut Scheduler> ) -> bool

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fn handle_accepted_conflicts( &mut self, req: &Request, map: &Map, maybe_cars_and_queues: Option<(&FixedMap<CarID, Car>, &HashMap<Traversable, Queue>)>, wakeup_stuck_cycle: Option<(Time, &mut Scheduler)> ) -> bool

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fn detect_conflict_cycle( &self, car: CarID, pair: (&FixedMap<CarID, Car>, &HashMap<Traversable, Queue>) ) -> Option<HashSet<CarID>>

Trait Implementations§

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impl Clone for IntersectionSimState

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fn clone(&self) -> IntersectionSimState

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<'de> Deserialize<'de> for IntersectionSimState

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for IntersectionSimState

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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