#include "groundnetwork.hxx"
-SG_USING_STD(sort);
-
-
-
-/**************************************************************************
- * FGTaxiNode
- *************************************************************************/
-FGTaxiNode::FGTaxiNode()
-{
-}
-
-
-bool compare_nodes(FGTaxiNode *a, FGTaxiNode *b) {
-return (*a) < (*b);
-}
-
/***************************************************************************
* FGTaxiSegment
**************************************************************************/
FGTaxiSegment::FGTaxiSegment()
{
oppositeDirection = 0;
+ isActive = true;
}
void FGTaxiSegment::setStart(FGTaxiNodeVector *nodes)
}
}
+
+
// There is probably a computationally cheaper way of
// doing this.
void FGTaxiSegment::setTrackDistance()
{
- double course;
+ //double course;
SGWayPoint first (start->getLongitude(),
start->getLatitude(),
0);
first.CourseAndDistance(second, &course, &length);
}
-bool compare_segments(FGTaxiSegment *a, FGTaxiSegment *b) {
-return (*a) < (*b);
+
+void FGTaxiSegment::setCourseDiff(double crse)
+{
+ headingDiff = fabs(course-crse);
+
+ if (headingDiff > 180)
+ headingDiff = fabs(headingDiff - 360);
}
+
/***************************************************************************
* FGTaxiRoute
**************************************************************************/
/***************************************************************************
* FGGroundNetwork()
**************************************************************************/
+bool compare_nodes(FGTaxiNode *a, FGTaxiNode *b) {
+return (*a) < (*b);
+}
+
+bool compare_segments(FGTaxiSegment *a, FGTaxiSegment *b) {
+return (*a) < (*b);
+}
FGGroundNetwork::FGGroundNetwork()
{
foundRoute = false;
totalDistance = 0;
maxDistance = 0;
+ //maxDepth = 1000;
+ count = 0;
currTraffic = activeTraffic.begin();
}
i++;
index++;
}
+
i = segments.begin();
while(i != segments.end()) {
FGTaxiSegmentVectorIterator j = (*i)->getEnd()->getBeginRoute();
int start2 = (*j)->getStart()->getIndex();
int end2 = (*j)->getEnd()->getIndex();
int oppIndex = (*j)->getIndex();
-// cerr << "Opposite of " << (*i)->getIndex() << " (" << start1 << "," << end1 << ") "
-// << "happens to be " << oppIndex << " (" << start2 << "," << end2 << ") " << endl;
+ //cerr << "Opposite of " << (*i)->getIndex() << " (" << start1 << "," << end1 << ") "
+ // << "happens to be " << oppIndex << " (" << start2 << "," << end2 << ") " << endl;
+ (*i)->setOpposite(*j);
break;
}
j++;
}
i++;
}
+ //cerr << "Done initializing ground network" << endl;
//exit(1);
}
+
+
int FGGroundNetwork::findNearestNode(double lat, double lon)
{
double minDist = HUGE_VAL;
}
}
+
FGTaxiRoute FGGroundNetwork::findShortestRoute(int start, int end)
{
- foundRoute = false;
- totalDistance = 0;
- FGTaxiNode *firstNode = findNode(start);
- FGTaxiNode *lastNode = findNode(end);
- //prevNode = prevPrevNode = -1;
- //prevNode = start;
- routes.clear();
- nodesStack.clear();
- routesStack.clear();
- //cerr << "Begin of Trace " << endl;
- trace(firstNode, end, 0, 0);
- //cerr << "End of Trace" << endl;
- FGTaxiRoute empty;
-
- if (!foundRoute)
- {
- SG_LOG( SG_GENERAL, SG_ALERT, "Failed to find route from waypoint " << start << " to " << end );
- exit(1);
- }
- sort(routes.begin(), routes.end());
- //for (intVecIterator i = route.begin(); i != route.end(); i++)
- // {
- // rte->push_back(*i);
- // }
-
- if (routes.begin() != routes.end())
- return *(routes.begin());
- else
- return empty;
-}
+//implements Dijkstra's algorithm to find shortest distance route from start to end
+//taken from http://en.wikipedia.org/wiki/Dijkstra's_algorithm
+ //double INFINITE = 100000000000.0;
+ // initialize scoring values
+ for (FGTaxiNodeVectorIterator
+ itr = nodes.begin();
+ itr != nodes.end(); itr++) {
+ (*itr)->pathscore = HUGE_VAL; //infinity by all practical means
+ (*itr)->previousnode = 0; //
+ (*itr)->previousseg = 0; //
+ }
-void FGGroundNetwork::trace(FGTaxiNode *currNode, int end, int depth, double distance)
-{
- // Just check some preconditions of the trace algorithm
- if (nodesStack.size() != routesStack.size())
- {
- SG_LOG(SG_GENERAL, SG_ALERT, "size of nodesStack and routesStack is not equal. NodesStack :"
- << nodesStack.size() << ". RoutesStack : " << routesStack.size());
- }
- nodesStack.push_back(currNode->getIndex());
- totalDistance += distance;
- //cerr << "Starting trace " << depth << " total distance: " << totalDistance<< " "
- // << currNode->getIndex() << endl;
-
- // If the current route matches the required end point we found a valid route
- // So we can add this to the routing table
- if (currNode->getIndex() == end)
- {
- //cerr << "Found route : " << totalDistance << "" << " " << *(nodesStack.end()-1) << endl;
- routes.push_back(FGTaxiRoute(nodesStack,routesStack,totalDistance));
- if (nodesStack.empty() || routesStack.empty())
- {
- printRoutingError(string("while finishing route"));
- }
- nodesStack.pop_back();
- routesStack.pop_back();
- if (!(foundRoute))
- maxDistance = totalDistance;
- else
- if (totalDistance < maxDistance)
- maxDistance = totalDistance;
- foundRoute = true;
- totalDistance -= distance;
- return;
- }
-
+ FGTaxiNode *firstNode = findNode(start);
+ firstNode->pathscore = 0;
- // search if the currentNode has been encountered before
- // if so, we should step back one level, because it is
- // rather rediculous to proceed further from here.
- // if the current node has not been encountered before,
- // i should point to nodesStack.end()-1; and we can continue
- // if i is not nodesStack.end, the previous node was found,
- // and we should return.
- // This only works at trace levels of 1 or higher though
- if (depth > 0) {
- intVecIterator i = nodesStack.begin();
- while ((*i) != currNode->getIndex()) {
- //cerr << "Route so far : " << (*i) << endl;
- i++;
+ FGTaxiNode *lastNode = findNode(end);
+
+ FGTaxiNodeVector unvisited(nodes); // working copy
+
+ while (!unvisited.empty()) {
+ FGTaxiNode* best = *(unvisited.begin());
+ for (FGTaxiNodeVectorIterator
+ itr = unvisited.begin();
+ itr != unvisited.end(); itr++) {
+ if ((*itr)->pathscore < best->pathscore)
+ best = (*itr);
+ }
+
+ FGTaxiNodeVectorIterator newend = remove(unvisited.begin(), unvisited.end(), best);
+ unvisited.erase(newend, unvisited.end());
+
+ if (best == lastNode) { // found route or best not connected
+ break;
+ } else {
+ for (FGTaxiSegmentVectorIterator
+ seg = best->getBeginRoute();
+ seg != best->getEndRoute(); seg++) {
+ FGTaxiNode* tgt = (*seg)->getEnd();
+ double alt = best->pathscore + (*seg)->getLength();
+ if (alt < tgt->pathscore) { // Relax (u,v)
+ tgt->pathscore = alt;
+ tgt->previousnode = best;
+ tgt->previousseg = *seg; //
+ }
+ }
+ }
}
- if (i != nodesStack.end()-1) {
- if (nodesStack.empty() || routesStack.empty())
- {
- printRoutingError(string("while returning from an already encountered node"));
- }
- nodesStack.pop_back();
- routesStack.pop_back();
- totalDistance -= distance;
- return;
+
+ if (lastNode->pathscore == HUGE_VAL) {
+ // no valid route found
+ SG_LOG( SG_GENERAL, SG_ALERT, "Failed to find route from waypoint " << start << " to " << end << " at " <<
+ parent->getId());
+ exit(1); //TODO exit more gracefully, no need to stall the whole sim with broken GN's
+ } else {
+ // assemble route from backtrace information
+ intVec nodes, routes;
+ FGTaxiNode* bt = lastNode;
+ while (bt->previousnode != 0) {
+ nodes.push_back(bt->getIndex());
+ routes.push_back(bt->previousseg->getIndex());
+ bt = bt->previousnode;
+ }
+ nodes.push_back(start);
+ reverse(nodes.begin(), nodes.end());
+ reverse(routes.begin(), routes.end());
+
+ return FGTaxiRoute(nodes, routes, lastNode->pathscore, 0);
}
- // If the total distance from start to the current waypoint
- // is longer than that of a route we can also stop this trace
- // and go back one level.
- if ((totalDistance > maxDistance) && foundRoute)
- {
- //cerr << "Stopping rediculously long trace: " << totalDistance << endl;
- if (nodesStack.empty() || routesStack.empty())
- {
- printRoutingError(string("while returning from finding a rediculously long route"));
- }
- nodesStack.pop_back();
- routesStack.pop_back();
- totalDistance -= distance;
- return;
- }
- }
-
+}
+
+
+// void FGGroundNetwork::trace(FGTaxiNode *currNode, int end, int depth, double distance)
+// {
+// // Just check some preconditions of the trace algorithm
+// if (nodesStack.size() != routesStack.size())
+// {
+// SG_LOG(SG_GENERAL, SG_ALERT, "size of nodesStack and routesStack is not equal. NodesStack :"
+// << nodesStack.size() << ". RoutesStack : " << routesStack.size());
+// }
+// nodesStack.push_back(currNode->getIndex());
+// totalDistance += distance;
+// //cerr << "Starting trace " << currNode->getIndex() << " " << "total distance: " << totalDistance << endl;
+// // << currNode->getIndex() << endl;
+//
+// // If the current route matches the required end point we found a valid route
+// // So we can add this to the routing table
+// if (currNode->getIndex() == end)
+// {
+// maxDepth = depth;
+// //cerr << "Found route : " << totalDistance << "" << " " << *(nodesStack.end()-1) << " Depth = " << depth << endl;
+// routes.push_back(FGTaxiRoute(nodesStack,routesStack,totalDistance, depth));
+// if (nodesStack.empty() || routesStack.empty())
+// {
+// printRoutingError(string("while finishing route"));
+// }
+// nodesStack.pop_back();
+// routesStack.pop_back();
+// if (!(foundRoute)) {
+// maxDistance = totalDistance;
+// }
+// else
+// if (totalDistance < maxDistance)
+// maxDistance = totalDistance;
+// foundRoute = true;
+// totalDistance -= distance;
+// return;
+// }
+//
+//
+// // search if the currentNode has been encountered before
+// // if so, we should step back one level, because it is
+// // rather rediculous to proceed further from here.
+// // if the current node has not been encountered before,
+// // i should point to nodesStack.end()-1; and we can continue
+// // if i is not nodesStack.end, the previous node was found,
+// // and we should return.
+// // This only works at trace levels of 1 or higher though
+// if (depth > 0) {
+// intVecIterator i = nodesStack.begin();
+// while ((*i) != currNode->getIndex()) {
+// //cerr << "Route so far : " << (*i) << endl;
+// i++;
+// }
+// if (i != nodesStack.end()-1) {
+// if (nodesStack.empty() || routesStack.empty())
+// {
+// printRoutingError(string("while returning from an already encountered node"));
+// }
+// nodesStack.pop_back();
+// routesStack.pop_back();
+// totalDistance -= distance;
+// return;
+// }
+// if (depth >= maxDepth) {
+// count++;
+// if (!(count % 100000)) {
+// maxDepth--; // Gradually decrease maxdepth, to prevent "eternal searches"
+// //cerr << "Reducing maxdepth to " << maxDepth << endl;
+// }
+// nodesStack.pop_back();
+// routesStack.pop_back();
+// totalDistance -= distance;
+// return;
+// }
+// // If the total distance from start to the current waypoint
+// // is longer than that of a route we can also stop this trace
+// // and go back one level.
+// if ((totalDistance > maxDistance) && foundRoute)
+// //if (foundRoute)
+// {
+// //cerr << "Stopping rediculously long trace: " << totalDistance << endl;
+// if (nodesStack.empty() || routesStack.empty())
+// {
+// printRoutingError(string("while returning from finding a rediculously long route"));
+// }
+// nodesStack.pop_back();
+// routesStack.pop_back();
+// totalDistance -= distance;
+// return;
+// }
+// }
+/*
//cerr << "2" << endl;
if (currNode->getBeginRoute() != currNode->getEndRoute())
{
+ double course, length;
//cerr << "3" << endl;
+ // calculate distance and heading "as the crow flies" between starn and end points"
+ SGWayPoint first(currNode->getLongitude(),
+ currNode->getLatitude(),
+ 0);
+ //SGWayPoint second (lastNode->getLongitude(),
+ // lastNode->getLatitude(),
+ // 0);
+
+ first.CourseAndDistance(destination, &course, &length);
+ //for (FGTaxiSegmentVectorIterator
+ // itr = segments.begin();
+ // itr != segments.end(); itr++)
+ // {
+ // (*itr)->setCourseDiff(course);
+ // }
+ //FGTaxiNodeVectorIterator nde = nodes.begin();
+ //while (nde != nodes.end()) {
+ //(*nde)->sortEndSegments();
+ //nde++;
+
+ for (FGTaxiSegmentVectorIterator
+ i = currNode->getBeginRoute();
+ i != currNode->getEndRoute();
+ i++)
+ {
+ (*i)->setCourseDiff(course);
+ }
+ currNode->sortEndSegments(foundRoute);
for (FGTaxiSegmentVectorIterator
i = currNode->getBeginRoute();
i != currNode->getEndRoute();
}
totalDistance -= distance;
return;
-}
+}*/
void FGGroundNetwork::printRoutingError(string mess)
{
void FGGroundNetwork::announcePosition(int id, FGAIFlightPlan *intendedRoute, int currentPosition,
double lat, double lon, double heading,
- double speed, double alt, double radius, int leg)
+ double speed, double alt, double radius, int leg,
+ string callsign)
{
TrafficVectorIterator i = activeTraffic.begin();
// Search search if the current id alread has an entry
rec.setPositionAndIntentions(currentPosition, intendedRoute);
rec.setPositionAndHeading(lat, lon, heading, speed, alt);
rec.setRadius(radius); // only need to do this when creating the record.
+ rec.setCallSign(callsign);
activeTraffic.push_back(rec);
} else {
i->setPositionAndIntentions(currentPosition, intendedRoute);
// return;
//else
// setDt(0);
+ current->clearResolveCircularWait();
+ current->setWaitsForId(0);
checkSpeedAdjustment(id, lat, lon, heading, speed, alt);
checkHoldPosition (id, lat, lon, heading, speed, alt);
+ if (checkForCircularWaits(id)) {
+ i->setResolveCircularWait();
+ }
}
+/**
+ Scan for a speed adjustment change. Find the nearest aircraft that is in front
+ and adjust speed when we get too close. Only do this when current position and/or
+ intentions of the current aircraft match current taxiroute position of the proximate
+ aircraft. For traffic that is on other routes we need to issue a "HOLD Position"
+ instruction. See below for the hold position instruction.
+
+ Note that there currently still is one flaw in the logic that needs to be addressed.
+ can be situations where one aircraft is in front of the current aircraft, on a separate
+ route, but really close after an intersection coming off the current route. This
+ aircraft is still close enough to block the current aircraft. This situation is currently
+ not addressed yet, but should be.
+*/
+
void FGGroundNetwork::checkSpeedAdjustment(int id, double lat,
double lon, double heading,
double speed, double alt)
{
- // Scan for a speed adjustment change. Find the nearest aircraft that is in front
- // and adjust speed when we get too close. Only do this when current position and/or
- // intentions of the current aircraft match current taxiroute position of the proximate
- // aircraft. For traffic that is on other routes we need to issue a "HOLD Position"
- // instruction. See below for the hold position instruction.
TrafficVectorIterator current, closest;
TrafficVectorIterator i = activeTraffic.begin();
bool otherReasonToSlowDown = false;
+ bool previousInstruction;
if (activeTraffic.size())
{
//while ((i->getId() != id) && (i != activeTraffic.end()))
SG_LOG(SG_GENERAL, SG_ALERT, "AI error: Trying to access non-existing aircraft in FGGroundNetwork::checkSpeedAdjustment");
}
current = i;
+ //closest = current;
+
+ previousInstruction = current->getSpeedAdjustment();
double mindist = HUGE;
if (activeTraffic.size())
{
for (TrafficVectorIterator i = towerController->getActiveTraffic().begin();
i != towerController->getActiveTraffic().end(); i++)
{
- if (i != current) {
- //SGWayPoint curr (lon,
- // lat,
- // alt);
- SGWayPoint other (i->getLongitude (),
- i->getLatitude (),
- i->getAltitude ());
- other.CourseAndDistance(curr, &course, &dist);
- bearing = fabs(heading-course);
- if (bearing > 180)
- bearing = 360-bearing;
- if ((dist < mindist) && (bearing < 60.0))
- {
- mindist = dist;
- closest = i;
- minbearing = bearing;
- otherReasonToSlowDown = true;
- }
- }
+ //cerr << "Comparing " << current->getId() << " and " << i->getId() << endl;
+ //SGWayPoint curr (lon,
+ // lat,
+ // alt);
+ SGWayPoint other (i->getLongitude (),
+ i->getLatitude (),
+ i->getAltitude ());
+ other.CourseAndDistance(curr, &course, &dist);
+ bearing = fabs(heading-course);
+ if (bearing > 180)
+ bearing = 360-bearing;
+ if ((dist < mindist) && (bearing < 60.0))
+ {
+ mindist = dist;
+ closest = i;
+ minbearing = bearing;
+ otherReasonToSlowDown = true;
+ }
}
}
// Finally, check UserPosition
//cerr << "Distance : " << dist << " bearing : " << bearing << " heading : " << heading
// << " course : " << course << endl;
current->clearSpeedAdjustment();
- // Only clear the heading adjustment at positive speeds, otherwise the waypoint following
- // code wreaks havoc
- if (speed > 0.2)
- current->clearHeadingAdjustment();
- // All clear
- if (mindist > 100)
- {
- //current->clearSpeedAdjustment();
- //current->clearHeadingAdjustment();
- }
- else
+
+ if (current->checkPositionAndIntentions(*closest) || otherReasonToSlowDown)
{
-
- if (current->getId() == closest->getWaitsForId())
- return;
- else
- current->setWaitsForId(closest->getId());
-
-
- // Getting close: Slow down to a bit less than the other aircraft
- double maxAllowableDistance = (1.1*current->getRadius()) + (1.1*closest->getRadius());
- if (mindist > maxAllowableDistance)
- {
- if (current->checkPositionAndIntentions(*closest) || otherReasonToSlowDown)
- {
- // Adjust speed, but don't let it drop to below 1 knots
- //if (fabs(speed) > 1)
- if (!(current->hasHeadingAdjustment()))
- {
- if (closest != current)
- current->setSpeedAdjustment(closest->getSpeed()* (mindist/100));
- else
- current->setSpeedAdjustment(0); // This can only happen when the user aircraft is the one closest
- //cerr << "Adjusting speed to " << closest->getSpeed() * (mindist / 100) << " "
- // << "Bearing = " << minbearing << " Distance = " << mindist
- // << " Latitude = " <<lat << " longitude = " << lon << endl;
- //<< " Latitude = " <<closest->getLatitude()
- //<< " longitude = " << closest->getLongitude()
- // << endl;
- }
- else
- {
- double newSpeed = (maxAllowableDistance-mindist);
- current->setSpeedAdjustment(newSpeed);
- }
- }
- }
- else
- {
- if (!(current->hasHeadingAdjustment()))
- {
- double newSpeed;
- if (mindist > 10) {
- // newSpeed = 0.01;
- // current->setSpeedAdjustment(newSpeed);
- } else {
- newSpeed = -1 * (maxAllowableDistance-mindist);
- current->setSpeedAdjustment(newSpeed);
- current->setHeadingAdjustment(heading);
- }
- }
- }
+ double maxAllowableDistance = (1.1*current->getRadius()) + (1.1*closest->getRadius());
+ if (mindist < 2*maxAllowableDistance)
+ {
+ if (current->getId() == closest->getWaitsForId())
+ return;
+ else
+ current->setWaitsForId(closest->getId());
+ if (closest != current)
+ current->setSpeedAdjustment(closest->getSpeed()* (mindist/100));
+ else
+ current->setSpeedAdjustment(0); // This can only happen when the user aircraft is the one closest
+ if (mindist < maxAllowableDistance)
+ {
+ //double newSpeed = (maxAllowableDistance-mindist);
+ //current->setSpeedAdjustment(newSpeed);
+ //if (mindist < 0.5* maxAllowableDistance)
+ // {
+ current->setSpeedAdjustment(0);
+ // }
+ }
+ }
}
}
}
+/**
+ Check for "Hold position instruction".
+ The hold position should be issued under the following conditions:
+ 1) For aircraft entering or crossing a runway with active traffic on it, or landing aircraft near it
+ 2) For taxiing aircraft that use one taxiway in opposite directions
+ 3) For crossing or merging taxiroutes.
+*/
+
void FGGroundNetwork::checkHoldPosition(int id, double lat,
double lon, double heading,
double speed, double alt)
{
- // Check for "Hold position instruction".
- // The hold position should be issued under the following conditions:
- // 1) For aircraft entering or crossing a runway with active traffic on it, or landing aircraft near it
- // 2) For taxiing aircraft that use one taxiway in opposite directions
- // 3) For crossing or merging taxiroutes.
TrafficVectorIterator current;
TrafficVectorIterator i = activeTraffic.begin();
SGWayPoint nodePos(findNode(node)->getLongitude (),
findNode(node)->getLatitude (),
alt);
-
-
+
SGWayPoint other (i->getLongitude (),
i->getLatitude (),
i->getAltitude ());
//other.CourseAndDistance(curr, &course, &dist);
bool needsToWait;
+ bool opposing;
if (current->isOpposing(this, *i, node))
{
needsToWait = true;
- //cerr << "Hold check 2 : " << id << " has opposing segment " << endl;
+ opposing = true;
+ //cerr << "Hold check 2 : " << node << " has opposing segment " << endl;
// issue a "Hold Position" as soon as we're close to the offending node
// For now, I'm doing this as long as the other aircraft doesn't
// have a hold instruction as soon as we're within a reasonable
}
else
{
+ opposing = false;
other.CourseAndDistance(nodePos, &course, &dist);
- if (dist > 2.0*i->getRadius())
+ if (dist > 200) // 2.0*i->getRadius())
{
needsToWait = false;
//cerr << "Hold check 3 : " << id <<" Other aircraft approaching node is still far away. (" << dist << " nm). Can safely continue "
else
{
needsToWait = true;
- //cerr << "Hold check 4: " << id << " Would need to wait for other aircraft : distance = " << dist << " nm" << endl;
+ //cerr << "Hold check 4: " << id << " Would need to wait for other aircraft : distance = " << dist << " meters" << endl;
}
}
curr.CourseAndDistance(nodePos, &course, &dist);
if (!(i->hasHoldPosition()))
{
- if ((dist < 2.5*current->getRadius()) &&
- (needsToWait) &&
- (!(current->getId() == i->getWaitsForId())) &&
- (!(current->getSpeedAdjustment())))
+ if ((dist < 200) && //2.5*current->getRadius()) &&
+ (needsToWait) &&
+ (i->onRoute(this, *current)) &&
+ //((i->onRoute(this, *current)) || ((!(i->getSpeedAdjustment())))) &&
+ (!(current->getId() == i->getWaitsForId())))
+ //(!(i->getSpeedAdjustment()))) // &&
+ //(!(current->getSpeedAdjustment())))
{
current->setHoldPosition(true);
- //cerr << "Hold check 5: " << id <<" Setting Hold Position: distance to node : " << dist << " nm"<< endl;
+ current->setWaitsForId(i->getId());
+ //cerr << "Hold check 5: " << current->getCallSign() <<" Setting Hold Position: distance to node (" << node << ") "
+ // << dist << " meters. Waiting for " << i->getCallSign();
+ //if (opposing)
+ //cerr <<" [opposing] " << endl;
+ //else
+ // cerr << "[non-opposing] " << endl;
+ //if (i->hasSpeefAdjustment())
+ // {
+ // cerr << " (which in turn waits for ) " << i->
}
else
{
}
}
+/**
+ * Check whether situations occur where the current aircraft is waiting for itself
+ * due to higher order interactions.
+ * A 'circular' wait is a situation where a waits for b, b waits for c, and c waits
+ * for a. Ideally each aircraft only waits for one other aircraft, so by tracing
+ * through this list of waiting aircraft, we can check if we'd eventually end back
+ * at the current aircraft.
+ *
+ * Note that we should consider the situation where we are actually checking aircraft
+ * d, which is waiting for aircraft a. d is not part of the loop, but is held back by
+ * the looping aircraft. If we don't check for that, this function will get stuck into
+ * endless loop.
+ */
+
+bool FGGroundNetwork::checkForCircularWaits(int id)
+{
+ //cerr << "Performing Wait check " << id << endl;
+ int target = 0;
+ TrafficVectorIterator current, other;
+ TrafficVectorIterator i = activeTraffic.begin();
+ int trafficSize = activeTraffic.size();
+ if (trafficSize) {
+ while (i != activeTraffic.end()) {
+ if (i->getId() == id) {
+ break;
+ }
+ i++;
+ }
+ }
+ else {
+ return false;
+ }
+ if (i == activeTraffic.end() || (trafficSize == 0)) {
+ SG_LOG(SG_GENERAL, SG_ALERT, "AI error: Trying to access non-existing aircraft in FGGroundNetwork::checkForCircularWaits");
+ }
+
+ current = i;
+ target = current->getWaitsForId();
+ //bool printed = false; // Note that this variable is for debugging purposes only.
+ int counter = 0;
+
+ if (id == target) {
+ //cerr << "aircraft waits for user" << endl;
+ return false;
+ }
+
+
+ while ((target > 0) && (target != id) && counter++ < trafficSize) {
+ //printed = true;
+ TrafficVectorIterator i = activeTraffic.begin();
+ if (trafficSize) {
+ //while ((i->getId() != id) && i != activeTraffic.end())
+ while (i != activeTraffic.end()) {
+ if (i->getId() == target) {
+ break;
+ }
+ i++;
+ }
+ }
+ else {
+ return false;
+ }
+ if (i == activeTraffic.end() || (trafficSize == 0)) {
+ //cerr << "[Waiting for traffic at Runway: DONE] " << endl << endl;;
+ // The target id is not found on the current network, which means it's at the tower
+ //SG_LOG(SG_GENERAL, SG_ALERT, "AI error: Trying to access non-existing aircraft in FGGroundNetwork::checkForCircularWaits");
+ return false;
+ }
+ other = i;
+ target = other->getWaitsForId();
+
+ // actually this trap isn't as impossible as it first seemed:
+ // the setWaitsForID(id) is set to current when the aircraft
+ // is waiting for the user controlled aircraft.
+ //if (current->getId() == other->getId()) {
+ // cerr << "Caught the impossible trap" << endl;
+ // cerr << "Current = " << current->getId() << endl;
+ // cerr << "Other = " << other ->getId() << endl;
+ // for (TrafficVectorIterator at = activeTraffic.begin();
+ // at != activeTraffic.end();
+ // at++) {
+ // cerr << "currently active aircraft : " << at->getCallSign() << " with Id " << at->getId() << " waits for " << at->getWaitsForId() << endl;
+ // }
+ // exit(1);
+ if (current->getId() == other->getId())
+ return false;
+ //}
+ //cerr << current->getCallSign() << " (" << current->getId() << ") " << " -> " << other->getCallSign()
+ // << " (" << other->getId() << "); " << endl;;
+ //current = other;
+ }
+
+
+
+
+
+
+ //if (printed)
+ // cerr << "[done] " << endl << endl;;
+ if (id == target) {
+ SG_LOG(SG_GENERAL, SG_ALERT, "Detected circular wait condition");
+ cerr << "Id = " << id << endl;
+ cerr << "target = " << target << endl;
+ return true;
+ } else {
+ return false;
+ }
+}
+
// Note that this function is probably obsolete...
bool FGGroundNetwork::hasInstruction(int id)
{
return FGATCInstruction();
}
+