Replied to your comments.

Diff comments:

> === modified file 'src/economy/flag.cc'
> --- src/economy/flag.cc       2018-04-07 16:59:00 +0000
> +++ src/economy/flag.cc       2018-06-26 21:40:51 +0000
> @@ -394,101 +406,112 @@
>  #define MAX_TRANSFER_PRIORITY 16
>  
>  /**
> - * Called by carrier code to indicate that the carrier is moving to pick up 
> an
> - * ware. Ware with highest transfer priority is chosen.
> - * \return true if an ware is actually waiting for the carrier.
> - */
> -bool Flag::ack_pickup(Game&, Flag& destflag) {
> -     int32_t highest_pri = -1;
> -     int32_t i_pri = -1;
> -
> -     for (int32_t i = 0; i < ware_filled_; ++i) {
> -             if (!wares_[i].pending)
> -                     continue;
> -
> -             if (wares_[i].nextstep != &destflag)
> -                     continue;
> -
> -             if (wares_[i].priority > highest_pri) {
> -                     highest_pri = wares_[i].priority;
> -                     i_pri = i;
> -
> -                     // Increase ware priority, it matters only if the ware 
> has to wait.
> -                     if (wares_[i].priority < MAX_TRANSFER_PRIORITY)
> -                             wares_[i].priority++;
> -             }
> -     }
> -
> -     if (i_pri >= 0) {
> -             wares_[i_pri].pending = false;
> -             return true;
> -     }
> -
> -     return false;
> -}
> -/**
>   * Called by the carriercode when the carrier is called away from his job
>   * but has acknowledged a ware before. This ware is then freed again
>   * to be picked by another carrier. Returns true if an ware was indeed
>   * made pending again
>   */
>  bool Flag::cancel_pickup(Game& game, Flag& destflag) {
> -     int32_t lowest_prio = MAX_TRANSFER_PRIORITY + 1;
> -     int32_t i_pri = -1;
> -
>       for (int32_t i = 0; i < ware_filled_; ++i) {
> -             if (wares_[i].pending)
> -                     continue;
> -
> -             if (wares_[i].nextstep != &destflag)
> -                     continue;
> -
> -             if (wares_[i].priority < lowest_prio) {
> -                     lowest_prio = wares_[i].priority;
> -                     i_pri = i;
> +             PendingWare& pw = wares_[i];
> +             if (!pw.pending && pw.nextstep == &destflag) {
> +                     pw.pending = true;
> +                     pw.ware->update(game);  //  will call call_carrier() if 
> necessary
> +                     return true;
>               }
>       }
>  
> -     if (i_pri >= 0) {
> -             wares_[i_pri].pending = true;
> -             wares_[i_pri].ware->update(game);  //  will call call_carrier() 
> if necessary
> -             return true;
> -     }
> -
>       return false;
>  }
>  
>  /**
> - * Wake one sleeper from the capacity queue.
> -*/
> -void Flag::wake_up_capacity_queue(Game& game) {
> -     while (!capacity_wait_.empty()) {
> -             Worker* const w = capacity_wait_[0].get(game);
> -             capacity_wait_.erase(capacity_wait_.begin());
> -             if (w && w->wakeup_flag_capacity(game, *this))
> -                     break;
> -     }
> -}
> -
> -/**
> - * Called by carrier code to retrieve one of the wares on the flag that is 
> meant
> - * for that carrier.
> - *
> - * This function may return 0 even if \ref ack_pickup() has already been
> - * called successfully.
> -*/
> -WareInstance* Flag::fetch_pending_ware(Game& game, PlayerImmovable& dest) {
> -     int32_t best_index = -1;
> -
> -     for (int32_t i = 0; i < ware_filled_; ++i) {
> -             if (wares_[i].nextstep != &dest)
> -                     continue;
> -
> -             // We prefer to retrieve wares that have already been acked
> -             if (best_index < 0 || !wares_[i].pending)
> -                     best_index = i;
> -     }
> -
> + * Called by carrier code to find the best among the wares on this flag
> + * that are meant for the provided dest.
> + * \return index of found ware or -1 if not found appropriate

Please give it a name in any case.

> +*/
> +int32_t Flag::find_pending_ware(PlayerImmovable& dest) {
> +     int32_t highest_pri = -1;
> +     int32_t best_index = -1;
> +     bool ware_pended = false;
> +
> +     for (int32_t i = 0; i < ware_filled_; ++i) {
> +             PendingWare& pw = wares_[i];
> +             if (pw.nextstep != &dest) continue;
> +
> +             if (pw.priority < MAX_TRANSFER_PRIORITY) pw.priority++;
> +             // Release promised pickup, in case we find a preferable ware
> +             if (!ware_pended && !pw.pending) {
> +                     ware_pended = pw.pending = true;
> +             }
> +
> +             // If dest is flag, we exclude wares that can stress it
> +             if (&dest != building_ &&
> +                     
> !dynamic_cast<Flag&>(dest).allow_ware_from_flag(*pw.ware, *this)) {
> +                     continue;
> +             }
> +
> +             if (pw.priority > highest_pri) {
> +                     highest_pri = pw.priority;
> +                     best_index = i;
> +             }
> +     }
> +
> +     return best_index;
> +}
> +
> +/**
> + * Like find_pending_ware above, but for carriers who are currently carrying 
> a ware.
> + * \return -2 if denied drop

Assuming the datatype is int, the call looks like this:

constexpr int kSomeName = -2;

if it's declared within a class:

static constexpr int kSomeName = -2;

> +*/
> +int32_t Flag::find_swapable_ware(WareInstance& ware, Flag& destflag) {
> +     DescriptionIndex const descr_index = ware.descr_index();
> +     int32_t highest_pri = -1;
> +     int32_t best_index = -1;
> +     bool has_same_ware = false;
> +     bool has_allowed = false;
> +     bool ware_pended = false;
> +
> +     for (int32_t i = 0; i < ware_filled_; ++i) {
> +             PendingWare& pw = wares_[i];
> +             if (pw.nextstep != &destflag) {
> +                     if (pw.ware->descr_index() == descr_index) 
> has_same_ware = true;
> +                     continue;
> +             }
> +
> +             if (pw.priority < MAX_TRANSFER_PRIORITY) pw.priority++;
> +             // Release promised pickup, in case we find a preferable ware
> +             if (!ware_pended && !pw.pending) {
> +                     ware_pended = pw.pending = true;
> +             }
> +
> +             // We prefer to retrieve wares that won't stress the destflag
> +             if (destflag.allow_ware_from_flag(*pw.ware, *this)) {
> +                     if (!has_allowed) {
> +                             has_allowed = true;
> +                             highest_pri = -1;
> +                     }
> +             } else {
> +                     if (has_allowed) continue;
> +             }
> +
> +             if (pw.priority > highest_pri) {
> +                     highest_pri = pw.priority;
> +                     best_index = i;
> +             }
> +     }
> +
> +     if (best_index > -1) {
> +             return (ware_filled_ > ware_capacity_ - 3 || has_allowed) ? 
> best_index : -1;
> +     } else {
> +             return (ware_filled_ < ware_capacity_ - 2 ||
> +                     (ware_filled_ < ware_capacity_ && !has_same_ware)) ? -1 
> : -2;
> +     }
> +}
> +
> +/**
> + * Called by carrier code to retrieve a ware found by the previous methods.
> +*/
> +WareInstance* Flag::fetch_pending_ware(Game& game, int32_t best_index) {
>       if (best_index < 0)
>               return nullptr;
>  
> @@ -499,14 +522,39 @@
>               sizeof(wares_[0]) * (ware_filled_ - best_index));
>  
>       ware->set_location(game, nullptr);
> -
> -     // wake up capacity wait queue
> -     wake_up_capacity_queue(game);
> -
>       return ware;
>  }
>  
>  /**
> + * Called by carrier code to notify waiting carriers
> + * which may be interested in the new state of this flag.
> +*/
> +void Flag::ware_departing(Game& game) {
> +     // Wake up one sleeper from the capacity queue.
> +     while (!capacity_wait_.empty()) {
> +             Worker* const w = capacity_wait_[0].get(game);

Maybe make a note of it in the code with NOCOM, so that we won't forget? I'd be 
happy to take care of it once this branch is more mature.

> +             capacity_wait_.erase(capacity_wait_.begin());
> +             if (w && w->wakeup_flag_capacity(game, *this)) return;
> +     }
> +
> +     // Consider pending wares of neighboring flags.
> +     for (int32_t dir = 1; dir <= 6; ++dir) {
> +             Road* const road = get_road(dir);
> +             if (!road) continue;
> +
> +             Flag* other = &road->get_flag(Road::FlagEnd);
> +             if (other == this) {
> +                     other = &road->get_flag(Road::FlagStart);
> +             }
> +
> +             PendingWare* pw = other->has_pending_ware_for_flag(*this);
> +             if (pw && road->notify_ware(game, *other)) {
> +                     pw->pending = false;
> +             }
> +     }       
> +}
> +
> +/**
>   * Return a List of all the wares currently on this Flag. Do not rely
>   * the result value to stay valid and do not change them
>   */
> 
> === modified file 'src/logic/map_objects/tribes/carrier.cc'
> --- src/logic/map_objects/tribes/carrier.cc   2018-04-15 06:13:09 +0000
> +++ src/logic/map_objects/tribes/carrier.cc   2018-06-26 21:40:51 +0000
> @@ -77,14 +78,14 @@
>               return pop_task(game);
>       }
>  
> -     // Check for pending wares
> -     if (promised_pickup_to_ == NOONE)
> -             find_pending_ware(game);
> +     if (operation_ == INIT) {
> +             operation_ = find_source_flag(game);
> +     }
>  
> -     if (promised_pickup_to_ != NOONE) {
> +     if (operation_ > NOP) {

Please call it "NO_OPERATION" then - I expect I am not the only one who will 
have to look this up. Also, abbreviations are very bad of having multiple 
meanings, e.g. https://www.acronymfinder.com/NOP.html returns 47 entries ;)

>               if (state.ivar1) {
>                       state.ivar1 = 0;
> -                     return start_task_transport(game, promised_pickup_to_);
> +                     return start_task_transport(game, operation_);
>               } else {
>                       // Short delay before we move to pick up
>                       state.ivar1 = 1;
> @@ -155,35 +156,85 @@
>               return pop_task(game);
>       }
>  
> -     if (state.ivar1 == -1)
> +     int32_t const ivar1 = state.ivar1;
> +     if (ivar1 == -1)

I'd love to see a rework like that! I'm reluctant to touch that bit with a 
barge pole :(

>               // If we're "in" the target building, special code applies
> -             deliver_to_building(game, state);
> -
> -     else if (!does_carry_ware())
> -             // If we don't carry something, walk to the flag
> -             pickup_from_flag(game, state);
> -
> -     else {
> -             Road& road = dynamic_cast<Road&>(*get_location(game));
> -             // If the ware should go to the building attached to our flag, 
> walk
> -             // directly into said building
> -             Flag& flag = 
> road.get_flag(static_cast<Road::FlagId>(state.ivar1 ^ 1));
> -
> -             WareInstance& ware = *get_carried_ware(game);
> -             assert(ware.get_location(game) == this);
> -
> +             return deliver_to_building(game, state);
> +
> +     WareInstance* ware = get_carried_ware(game);
> +     if (ware) {
> +             assert(ware->get_location(game) == this);
> +     }
> +
> +     Road& road = dynamic_cast<Road&>(*get_location(game));
> +     int32_t const dest = ware ? ivar1 ^ 1 : ivar1;
> +     Flag& flag = road.get_flag(static_cast<Road::FlagId>(dest));
> +
> +     if (ware) {
> +             // If the ware should go to the building attached to our flag,
> +             // walk directly into said building
>               // A sanity check is necessary, in case the building has been 
> destroyed
> -             PlayerImmovable* const next = ware.get_next_move_step(game);
> -
> -             if (next && next != &flag && &next->base_flag() == &flag)
> -                     enter_building(game, state);
> -
> -             // If the flag is overloaded we are allowed to drop wares as
> -             // long as we can pick another up. Otherwise we have to wait.
> -             else if ((flag.has_capacity() || !swap_or_wait(game, state)) &&
> -                      !start_task_walktoflag(game, state.ivar1 ^ 1))
> -                     // Drop the ware, possible exchanging it with another 
> one
> -                     drop_ware(game, state);
> +
> +             PlayerImmovable* next = ware->get_next_move_step(game);
> +             if (next && next != &flag && &next->base_flag() == &flag) {
> +                     if (!start_task_walktoflag(game, dest)) {
> +                             // Enter building
> +                             state.ivar1 = -1;
> +                             start_task_move(game, WALK_NW, 
> descr().get_right_walk_anims(does_carry_ware()), true);
> +                     }
> +                     return;
> +             }
> +     }
> +
> +     if (!start_task_walktoflag(game, dest, operation_ == WAIT)) {
> +             // If the flag is overloaded we are allowed to drop wares,
> +             // as long as we can pick another up. Otherwise we have to wait.
> +
> +             Flag& otherflag = road.get_flag(static_cast<Road::FlagId>(dest 
> ^ 1));
> +             int32_t otherware_idx = ware ? flag.find_swapable_ware(*ware, 
> otherflag) :
> +                                                                             
> flag.find_pending_ware(otherflag);
> +             if (operation_ == WAIT) {
> +                     if (otherware_idx < -1) {
> +                             return start_task_waitforcapacity(game, flag); 
> // join flag's wait queue
> +                     } else {
> +                             operation_ = dest ^ 1; // resume transport 
> without joining flag's wait queue
> +                             set_animation(game, 
> descr().get_animation("idle"));
> +                             return schedule_act(game, 20);
> +                     }
> +             } else if (otherware_idx < -1) {
> +                     operation_ = WAIT; // move one node away
> +                     set_animation(game, descr().get_animation("idle"));
> +                     return schedule_act(game, 20);
> +             }
> +
> +             WareInstance* otherware = flag.fetch_pending_ware(game, 
> otherware_idx);
> +
> +             if (ware) {
> +                     // Drop our ware
> +                     flag.add_ware(game, *fetch_carried_ware(game));
> +             }
> +
> +             // Pick up new load, if any
> +             if (otherware) {
> +                     set_carried_ware(game, otherware);
> +                     flag.ware_departing(game);
> +
> +                     operation_ = state.ivar1 = dest;
> +                     set_animation(game, descr().get_animation("idle"));
> +                     schedule_act(game, 20);
> +             } else {
> +                     Flag::PendingWare* pw = 
> otherflag.has_pending_ware_for_flag(flag);
> +                     if (pw) {
> +                             pw->pending = false;
> +
> +                             operation_ = state.ivar1 = dest ^ 1;
> +                             set_animation(game, 
> descr().get_animation("idle"));
> +                             schedule_act(game, 20);
> +                     } else {
> +                             operation_ = NOP;
> +                             pop_task(game);
> +                     }
> +             }
>       }
>  }
>  
> 
> === modified file 'src/logic/map_objects/tribes/carrier.h'
> --- src/logic/map_objects/tribes/carrier.h    2018-04-15 06:13:09 +0000
> +++ src/logic/map_objects/tribes/carrier.h    2018-06-26 21:40:51 +0000
> @@ -24,6 +24,7 @@
>  #include "logic/map_objects/tribes/worker.h"
>  
>  namespace Widelands {
> +class PendingWare;

There is a lot of work needed on that front - will probably take me a few years 
to clean that all up. Let's leave it for now.

>  
>  class CarrierDescr : public WorkerDescr {
>  public:


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