Struct sim::mechanics::intersection::IntersectionSimState
source · 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.
Fields§
§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§
source§impl IntersectionSimState
impl IntersectionSimState
pub fn new( map: &Map, scheduler: &mut Scheduler, opts: &SimOptions ) -> IntersectionSimState
pub fn turn_finished( &mut self, now: Time, agent: AgentID, turn: TurnID, scheduler: &mut Scheduler, map: &Map, handling_live_edits: bool )
sourcepub fn cancel_request(&mut self, agent: AgentID, turn: TurnID)
pub fn cancel_request(&mut self, agent: AgentID, turn: TurnID)
For deleting cars
pub fn space_freed( &mut self, now: Time, i: IntersectionID, scheduler: &mut Scheduler, map: &Map )
sourcepub fn vehicle_gone(&mut self, car: CarID)
pub fn vehicle_gone(&mut self, car: CarID)
Vanished at border, stopped biking, etc – a vehicle disappeared, and didn’t have one last turn.
pub fn agent_deleted_mid_turn(&mut self, agent: AgentID, turn: TurnID)
fn wakeup_waiting( &self, now: Time, i: IntersectionID, scheduler: &mut Scheduler, map: &Map )
sourcepub fn update_intersection(
&mut self,
now: Time,
id: IntersectionID,
map: &Map,
scheduler: &mut Scheduler
)
pub fn update_intersection( &mut self, now: Time, id: IntersectionID, map: &Map, scheduler: &mut Scheduler )
This is only triggered for traffic signals.
sourcepub 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
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.
pub fn collect_events(&mut self) -> Vec<Event>
pub fn handle_live_edited_traffic_signals( &mut self, now: Time, map: &Map, scheduler: &mut Scheduler )
pub fn handle_live_edits(&self, map: &Map)
pub fn approaching_leader(&mut self, agent: AgentID, turn: TurnID, eta: Time)
source§impl IntersectionSimState
impl IntersectionSimState
pub fn nobody_headed_towards(&self, lane: LaneID, i: IntersectionID) -> bool
pub fn debug_json(&self, id: IntersectionID, map: &Map) -> String
pub fn get_accepted_agents(&self, id: IntersectionID) -> Vec<(AgentID, TurnID)>
pub fn get_waiting_agents( &self, id: IntersectionID ) -> Vec<(AgentID, TurnID, Time)>
sourcepub fn delayed_intersections(
&self,
now: Time,
threshold: Duration
) -> Vec<(IntersectionID, Time)>
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.
pub fn current_stage_and_remaining_time( &self, now: Time, i: IntersectionID ) -> (usize, Duration)
pub fn describe_stats(&self) -> Vec<String>
pub fn populate_blocked_by( &self, now: Time, graph: &mut BTreeMap<AgentID, (Duration, DelayCause)>, map: &Map, cars: &FixedMap<CarID, Car>, queues: &HashMap<Traversable, Queue> )
sourcefn check_for_conflicts_before_uber_turn(
&self,
ut: &UberTurn,
map: &Map
) -> Option<AgentID>
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.
source§impl IntersectionSimState
impl IntersectionSimState
fn stop_sign_policy( &mut self, req: &Request, map: &Map, sign: &ControlStopSign, speed: Speed, now: Time, scheduler: &mut Scheduler ) -> bool
fn traffic_signal_policy( &mut self, req: &Request, map: &Map, signal: &ControlTrafficSignal, speed: Speed, now: Time, scheduler: Option<&mut Scheduler> ) -> bool
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
fn detect_conflict_cycle( &self, car: CarID, pair: (&FixedMap<CarID, Car>, &HashMap<Traversable, Queue>) ) -> Option<HashSet<CarID>>
Trait Implementations§
source§impl Clone for IntersectionSimState
impl Clone for IntersectionSimState
source§fn clone(&self) -> IntersectionSimState
fn clone(&self) -> IntersectionSimState
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl<'de> Deserialize<'de> for IntersectionSimState
impl<'de> Deserialize<'de> for IntersectionSimState
source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Auto Trait Implementations§
impl Freeze for IntersectionSimState
impl RefUnwindSafe for IntersectionSimState
impl Send for IntersectionSimState
impl Sync for IntersectionSimState
impl Unpin for IntersectionSimState
impl UnwindSafe for IntersectionSimState
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.