changeset 20391:02b180c3edfa draft

(svn r25349) -Add: explanation of the link graph's inner workings
author fonsinchen <fonsinchen@openttd.org>
date Sun, 09 Jun 2013 12:52:50 +0000
parents 0c7af90200e4
children 277bc2f984c9
files docs/linkgraph.txt
diffstat 1 files changed, 30 insertions(+), 0 deletions(-) [+]
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+Some clarifications about the link graph
+----------------------------------------
+
+InitializeLinkGraphs joins all threads, so if the game is abandoned
+with some threads still running, they're joined as soon as the next game
+(possibly the title game) is started. See also InitializeGame.
+
+The MCF (multi-commodity flow) algorithm can be quite CPU-hungry as it's
+NP-hard and takes exponential time (though with a very small constant
+factor) in the number of nodes.
+This is why it is run in a separate thread where possible. However after
+some time the thread is joined and if it hasn't finished by then the game
+will hang. This problem gets worse if we are running on a platform without
+threads. However, as those are usually the ones with less CPU power I
+assume the contention for the CPU would make the game hard to play even
+with threads or even without cargodist (autosave ...). I might be wrong,
+but I won't put any work into this before someone shows me some problem.
+
+You can configure the link graph recalculation time. A link graph
+recalculation time of X days means that each link graph job has X days
+to run before it is joined. The downside is that the flow stats won't be
+updated before the job is finished and thus a high value means less
+updates and longer times until changes in capacities are accounted for.
+If you play a very large map with a complicated link graph you may want to
+raise the time setting to avoid lags. The same holds for systems with slow
+CPUs.
+
+Another option to avoid excessive lags is to reduce the accuracy of link
+graph calculations. Generally the accuracy is inversely correlated to the
+CPU requirements of the MCF algorithm.