Beispiel #1
0
        /// <summary>
        /// Loads a vertex and returns true if found.
        /// </summary>
        /// <param name="vertexId"></param>
        /// <param name="latitude"></param>
        /// <param name="longitude"></param>
        /// <returns></returns>
        private bool LoadVertex(uint vertexId, out float latitude, out float longitude)
        {
            uint    blockId = CHBlock.CalculateId(vertexId, _blockSize);
            CHBlock block;

            if (!_blocks.TryGet(blockId, out block))
            { // damn block not cached!
                block = this.DeserializeBlock(blockId);
                if (block == null)
                { // oops even now the block is not found!
                    longitude = 0;
                    latitude  = 0;
                    return(false);
                }
                _blocks.Add(blockId, block);
            }
            uint blockIdx = vertexId - blockId;

            if (block.Vertices != null &&
                blockIdx < block.Vertices.Length)
            { // block is found and the vertex is there!
                latitude  = block.Vertices[blockIdx].Latitude;
                longitude = block.Vertices[blockIdx].Longitude;
                return(true);
            }
            // oops even now the block is not found!
            longitude = 0;
            latitude  = 0;
            return(false);
        }
Beispiel #2
0
        /// <summary>
        /// Loads all arcs associated with the given vertex.
        /// </summary>
        /// <param name="vertexId"></param>
        /// <returns></returns>
        private KeyValuePair <uint, CHEdgeData>[] LoadArcs(uint vertexId)
        {
            uint    blockId = CHBlock.CalculateId(vertexId, _blockSize);
            CHBlock block;

            if (!_blocks.TryGet(blockId, out block))
            { // damn block not cached!
                block = this.DeserializeBlock(blockId);
                if (block == null)
                { // oops even now the block is not found!
                    return(new KeyValuePair <uint, CHEdgeData> [0]);
                }
                _blocks.Add(blockId, block);
            }
            uint blockIdx = vertexId - blockId;

            if (block.Vertices != null &&
                blockIdx < block.Vertices.Length)
            { // block is found and the vertex is there!
                KeyValuePair <uint, CHEdgeData>[] arcs = new KeyValuePair <uint, CHEdgeData> [
                    block.Vertices[blockIdx].ArcCount];
                for (int arcIdx = block.Vertices[blockIdx].ArcIndex;
                     arcIdx < block.Vertices[blockIdx].ArcIndex + block.Vertices[blockIdx].ArcCount; arcIdx++)
                { // loop over all arcs.
                    CHArc      chArc    = block.Arcs[arcIdx];
                    CHEdgeData edgeData = new CHEdgeData();
                    edgeData.Direction          = chArc.Direction;
                    edgeData.ContractedVertexId = chArc.ShortcutId;
                    edgeData.Weight             = chArc.Weight;
                    edgeData.Tags = chArc.TagsId;
                    arcs[arcIdx - block.Vertices[blockIdx].ArcIndex] = new KeyValuePair <uint, CHEdgeData>(
                        chArc.TargetId, edgeData);
                }
                return(arcs);
            }
            // oops even now the block is not found!
            return(new KeyValuePair <uint, CHEdgeData> [0]);
        }
Beispiel #3
0
        /// <summary>
        /// Does the v2 serialization.
        /// </summary>
        /// <param name="stream"></param>
        /// <param name="graph"></param>
        /// <returns></returns>
        protected override void DoSerialize(LimitedStream stream,
                                            DynamicGraphRouterDataSource <CHEdgeData> graph)
        {
            // sort the graph.
            IDynamicGraph <CHEdgeData> sortedGraph = this.SortGraph(graph);

            // create the regions.
            SortedDictionary <ulong, List <uint> > regions = new SortedDictionary <ulong, List <uint> >();

            for (uint newVertexId = 1; newVertexId < sortedGraph.VertexCount + 1; newVertexId++)
            {
                // add to the CHRegions.
                float latitude, longitude;
                sortedGraph.GetVertex(newVertexId, out latitude, out longitude);
                Tile tile = Tile.CreateAroundLocation(new GeoCoordinate(
                                                          latitude, longitude), _regionZoom);
                List <uint> regionVertices;
                if (!regions.TryGetValue(tile.Id, out regionVertices))
                {
                    regionVertices = new List <uint>();
                    regions.Add(tile.Id, regionVertices);
                }
                regionVertices.Add(newVertexId);
            }

            // serialize the sorted graph.
            // [START_OF_BLOCKS][START_OF_TAGS][[SIZE_OF_REGION_INDEX][REGION_INDEX][REGIONS]][[SIZE_OF_BLOCK_INDEX][BLOCK_INDEX][BLOCKS]][TAGS]
            // STRART_OF_BLOCKS:        4bytes
            // START_OF_STAGS:          4bytes

            // SIZE_OF_REGION_INDEX:    4bytes
            // REGION_INDEX:            see SIZE_OF_REGION_INDEX
            // REGIONS:                 see START_OF_BLOCKS - 4bytes

            // SIZE_OF_BLOCK_INDEX:     4bytes
            // BLOCK_INDEX:             see SIZE_OF_BLOCK_INDEX.
            // BLOCKS:                  from START_OF_BLOCKS + 4bytes + SIZE_OF_BLOCKS_INDEX until END.

            // serialize regions and build their index.
            CHVertexRegionIndex chRegionIndex = new CHVertexRegionIndex();

            chRegionIndex.LocationIndex = new int[regions.Count];
            chRegionIndex.RegionIds     = new ulong[regions.Count];
            var memoryStream = new MemoryStream();
            int regionIdx    = 0;

            foreach (KeyValuePair <ulong, List <uint> > region in regions)
            {
                // serialize.
                CHVertexRegion chRegion = new CHVertexRegion();
                chRegion.Vertices = region.Value.ToArray();
                _runtimeTypeModel.Serialize(memoryStream, chRegion);

                // set index.
                chRegionIndex.LocationIndex[regionIdx] = (int)memoryStream.Position;
                chRegionIndex.RegionIds[regionIdx]     = region.Key;
                regionIdx++;
            }
            stream.Seek(12, SeekOrigin.Begin);                  // move to beginning of [REGION_INDEX]
            _runtimeTypeModel.Serialize(stream, chRegionIndex); // write region index.
            int sizeRegionIndex = (int)(stream.Position - 12);  // now at beginning of [REGIONS]

            memoryStream.Seek(0, SeekOrigin.Begin);
            memoryStream.WriteTo(stream);             // write regions.
            memoryStream.Dispose();
            int startOfBlocks = (int)stream.Position; // now at beginning of [SIZE_OF_BLOCK_INDEX]

            // serialize the blocks and build their index.
            memoryStream = new MemoryStream();
            List <int> blockLocations = new List <int>();
            uint       vertexId       = 1;

            while (vertexId < sortedGraph.VertexCount)
            {
                uint            blockId       = vertexId;
                List <CHArc>    blockArcs     = new List <CHArc>();
                List <CHVertex> blockVertices = new List <CHVertex>();
                while (vertexId < blockId + _blockVertexSize &&
                       vertexId < sortedGraph.VertexCount + 1)
                { // create this block.
                    CHVertex chVertex = new CHVertex();
                    float    latitude, longitude;
                    sortedGraph.GetVertex(vertexId, out latitude, out longitude);
                    chVertex.Latitude  = latitude;
                    chVertex.Longitude = longitude;
                    chVertex.ArcIndex  = (ushort)(blockArcs.Count);
                    foreach (KeyValuePair <uint, CHEdgeData> sortedArc in sortedGraph.GetArcs(vertexId))
                    {
                        CHArc chArc = new CHArc();
                        chArc.TargetId   = sortedArc.Key;
                        chArc.ShortcutId = sortedArc.Value.ContractedVertexId;
                        chArc.Weight     = sortedArc.Value.Weight;
                        chArc.Direction  = sortedArc.Value.Direction;
                        chArc.TagsId     = sortedArc.Value.Tags;
                        blockArcs.Add(chArc);
                    }
                    chVertex.ArcCount = (ushort)(blockArcs.Count - chVertex.ArcIndex);
                    blockVertices.Add(chVertex);

                    vertexId++; // move to the next vertex.
                }

                // create block.
                CHBlock block = new CHBlock();
                block.Arcs     = blockArcs.ToArray();
                block.Vertices = blockVertices.ToArray(); // TODO: get rid of the list and create an array to begin with.

                // write blocks.
                MemoryStream blockStream = new MemoryStream();
                _runtimeTypeModel.Serialize(blockStream, block);
                byte[] compressed = GZipStream.CompressBuffer(blockStream.ToArray());
                blockStream.Dispose();

                memoryStream.Write(compressed, 0, compressed.Length);
                blockLocations.Add((int)memoryStream.Position);
            }
            CHBlockIndex blockIndex = new CHBlockIndex();

            blockIndex.LocationIndex = blockLocations.ToArray();

            stream.Seek(startOfBlocks + 4, SeekOrigin.Begin);                  // move to beginning of [BLOCK_INDEX]
            _runtimeTypeModel.Serialize(stream, blockIndex);                   // write region index.
            int sizeBlockIndex = (int)(stream.Position - (startOfBlocks + 4)); // now at beginning of [BLOCKS]

            memoryStream.Seek(0, SeekOrigin.Begin);
            memoryStream.WriteTo(stream); // write blocks.
            memoryStream.Dispose();

            // write tags after blocks.
            int tagsPosition = (int)stream.Position;

            TagIndexSerializer.SerializeBlocks(stream, graph.TagsIndex, 100);

            stream.Seek(startOfBlocks, SeekOrigin.Begin);              // move to [SIZE_OF_BLOCK_INDEX]
            stream.Write(BitConverter.GetBytes(sizeBlockIndex), 0, 4); // write start position of blocks. Now at [SIZE_OF_REGION_INDEX]

            // write index.
            stream.Seek(0, SeekOrigin.Begin);                           // move to beginning
            stream.Write(BitConverter.GetBytes(startOfBlocks), 0, 4);   // write start position of blocks. Now at [SIZE_OF_REGION_INDEX]
            stream.Write(BitConverter.GetBytes(tagsPosition), 0, 4);
            stream.Write(BitConverter.GetBytes(sizeRegionIndex), 0, 4); // write size of region index.
            stream.Flush();
        }