if(!block)
throw invalid_argument("BlockAllocator::start_from");
- release_blocks(blocks.begin(), blocks.end());
-
- blocks.push_back(block);
- if(!block->reserve(&train))
- {
- blocks.pop_back();
- return;
- }
+ clear();
+ reserve_block(block);
}
void BlockAllocator::clear()
{
- release_blocks(blocks.begin(), blocks.end());
+ release_blocks_begin(blocks.end());
pending_block = 0;
stop_at_block = 0;
}
return *--i;
}
-int BlockAllocator::get_entry_to_block(const Block &block) const
+const BlockIter &BlockAllocator::iter_for(const Block &block) const
{
- for(BlockList::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
- if(i->block()==&block)
- return i->entry();
- return -1;
+ BlockList::const_iterator i = find_block(blocks.begin(), blocks.end(), block);
+ if(i==blocks.end())
+ throw key_error(&block);
+ return *i;
+}
+
+bool BlockAllocator::has_block(const Block &block) const
+{
+ return find_block(blocks.begin(), blocks.end(), block)!=blocks.end();
+}
+
+bool BlockAllocator::is_block_current(const Block &block) const
+{
+ return find_block(blocks.begin(), cur_blocks_end, block)!=cur_blocks_end;
+}
+
+BlockAllocator::BlockList::const_iterator BlockAllocator::find_block(const BlockList::const_iterator &begin, const BlockList::const_iterator &end, const Block &block) const
+{
+ BlockList::const_iterator i;
+ for(i=begin; (i!=end && &**i!=&block); ++i) ;
+ return i;
}
void BlockAllocator::reserve_more()
break;
}
- blocks.push_back(block);
- if(!block->reserve(&train))
- {
- blocks.pop_back();
- pending_block = &*block;
+ if(!reserve_block(block))
break;
- }
if(cur_blocks_end==blocks.end())
--cur_blocks_end;
++cur_blocks_end;
}
+bool BlockAllocator::reserve_block(const BlockIter &block)
+{
+ /* Add it to the list first to present a consistent state in block_reserved
+ signal. */
+ blocks.push_back(block);
+ try
+ {
+ if(!block->reserve(&train))
+ {
+ blocks.pop_back();
+ return false;
+ }
+
+ return true;
+ }
+ catch(...)
+ {
+ blocks.pop_back();
+ throw;
+ }
+}
+
void BlockAllocator::release_until(const Block &block)
{
for(BlockList::iterator i=blocks.begin(); i!=cur_blocks_end; ++i)
if(i->block()==&block)
{
if(++i!=cur_blocks_end)
- release_blocks(blocks.begin(), i);
+ release_blocks_begin(i);
return;
}
}
if(i->block()==&block)
{
if(have_sensor)
- release_blocks(i, blocks.end());
+ release_blocks_end(i);
return have_sensor;
}
else if((*i)->get_sensor_id())
void BlockAllocator::release_noncurrent()
{
- release_blocks(cur_blocks_end, blocks.end());
+ release_blocks_end(cur_blocks_end);
}
-void BlockAllocator::release_blocks(const BlockList::iterator &b, const BlockList::iterator &e)
+void BlockAllocator::release_blocks_begin(const BlockList::iterator &end)
{
- for(BlockList::iterator i=b; i!=e; )
- {
- if(cur_blocks_end==i)
- cur_blocks_end = e;
+ for(BlockList::iterator i=blocks.begin(); i!=end; )
+ release_block(i++);
+}
- Block &block = **i;
- blocks.erase(i++);
- block.reserve(0);
+void BlockAllocator::release_blocks_end(const BlockList::iterator &begin)
+{
+ // Guard against decrementing blocks.begin()
+ if(begin==blocks.begin())
+ return release_blocks_begin(blocks.end());
+
+ /* Release the blocks in reverse order so that a consistent state is
+ presented in block_reserved signal. */
+ bool done = false;
+ for(BlockList::iterator i=blocks.end(); !done; )
+ {
+ done = (i==begin);
+ release_block(i--);
}
}
+void BlockAllocator::release_block(const BlockList::iterator &i)
+{
+ if(i==cur_blocks_end)
+ ++cur_blocks_end;
+ if(&**i==pending_block)
+ pending_block = 0;
+
+ Block &block = **i;
+ blocks.erase(i);
+ block.reserve(0);
+}
+
void BlockAllocator::reverse()
{
release_noncurrent();
void BlockAllocator::turnout_path_changed(Track &track)
{
- for(list<BlockIter>::iterator i=blocks.begin(); i!=blocks.end(); ++i)
- if((*i)->get_turnout_id()==track.get_turnout_id() && !reserving && &**i==pending_block)
- reserve_more();
+ if(&track.get_block()==pending_block && !reserving)
+ reserve_more();
}
void BlockAllocator::block_reserved(Block &block, const Train *tr)
void BlockAllocator::block_state_changed(Block &block, Block::State state)
{
+ if(block.get_train()!=&train)
+ return;
+
if(state==Block::MAYBE_ACTIVE)
{
// Find the first sensor block from our reserved blocks that isn't this sensor
}
else if(state==Block::INACTIVE)
{
- const Vehicle &veh = train.get_controller().get_reverse() ? train.get_vehicle(0) : train.get_vehicle(train.get_n_vehicles()-1);
+ const Vehicle &veh = train.get_vehicle(train.get_controller().get_reverse() ? 0 : train.get_n_vehicles()-1);
+ const Block &veh_block = veh.get_track()->get_block();
+ const Driver &driver = train.get_layout().get_driver();
- // Find the first sensor in our current blocks that's still active
- BlockList::iterator end = blocks.begin();
+ /* Sensors aren't guaranteed to be detriggered in order. Go through the
+ block list and locate the first sensor that's still active. */
+ BlockList::iterator end = blocks.end();
for(BlockList::iterator i=blocks.begin(); i!=cur_blocks_end; ++i)
{
- if((*i)->has_track(*veh.get_track()))
+ // Avoid freeing blocks that still hold the train's vehicles
+ if(&**i==&veh_block)
break;
+
if((*i)->get_sensor_id())
{
- if(train.get_layout().get_driver().get_sensor((*i)->get_sensor_id()))
+ if(driver.get_sensor((*i)->get_sensor_id()))
break;
else
- {
end = i;
- ++end;
- }
}
}
- if(end!=blocks.begin() && end!=cur_blocks_end)
+ if(end!=blocks.end())
// Free blocks up to the last inactive sensor
- release_blocks(blocks.begin(), end);
+ release_blocks_begin(++end);
}
}