Пример #1
0
        /// <summary>
        /// Contracts the given vertex.
        /// </summary>
        /// <param name="vertex"></param>
        public void Contract(uint vertex)
        {
            if (this.IsContracted(vertex))
            {
                throw new Exception("Is already contracted!");
            }

            // get all information from the source.
            var edges =  _target.GetEdges(vertex).ToList();

            // report the before contraction event.
            this.OnBeforeContraction(vertex, edges);

            // build the list of edges to replace.
            var allNeigbours = new List<Edge<CHEdgeData>>(edges.Count);
            var tos = new List<uint>(edges.Count);
            var tosSet = new HashSet<uint>();
            foreach (var edge in edges)
            {
                // use this edge for contraction.
                allNeigbours.Add(edge);
                tos.Add(edge.Neighbour);
                tosSet.Add(edge.Neighbour);

                // remove the edge in downwards direction and on the edge with the same data.
                _target.RemoveEdge(edge.Neighbour, vertex);
            }

            //// build the list of pairs and make sure duplicates don't count.
            //var allNeighbourPairs = new Dictionary<Tuple<uint, uint>, Tuple<float, float>>();
            //for(int x = 1; x < allNeigbours.Count; x++)
            //{
            //    var xEdge = allNeigbours[x];
            //    var xEdgeForwardWeight = xEdge.EdgeData.CanMoveBackward ? xEdge.EdgeData.Weight : float.MaxValue;
            //    var xEdgeBackwardWeight = xEdge.EdgeData.CanMoveForward ? xEdge.EdgeData.Weight : float.MaxValue;
            //    for(int y = 0; y < x; y++)
            //    {
            //        var yEdge = allNeigbours[x];
            //        //var yEdgeForwardWeight = yEdge.EdgeData.CanMoveBackward ? yEdge.EdgeData.Weight : float.MaxValue;
            //        //var yEdgeBackwardWeight = yEdge.EdgeData.CanMoveForward ? yEdge.EdgeData.Weight : float.MaxValue;
            //        float forwardWeight = float.MaxValue;
            //        float backwardWeight = float.MaxValue;
            //        if(xEdge.Neighbour < yEdge.Neighbour)
            //        {
            //            if (xEdge.EdgeData.CanMoveBackward && yEdge.EdgeData.CanMoveForward)
            //            {
            //                forwardWeight = xEdgeBackwardWeight + yEdge.EdgeData.Weight;
            //            }
            //            if (xEdge.EdgeData.CanMoveForward && yEdge.EdgeData.CanMoveBackward)
            //            {
            //                backwardWeight = xEdgeForwardWeight + yEdge.EdgeData.Weight;
            //            }
            //        }
            //        else if(xEdge.Neighbour > yEdge.Neighbour)
            //        {
            //            if (xEdge.EdgeData.CanMoveBackward && yEdge.EdgeData.CanMoveForward)
            //            {
            //                backwardWeight = xEdgeBackwardWeight + yEdge.EdgeData.Weight;
            //            }
            //            if (xEdge.EdgeData.CanMoveForward && yEdge.EdgeData.CanMoveBackward)
            //            {
            //                forwardWeight = xEdgeForwardWeight + yEdge.EdgeData.Weight;
            //            }
            //        }

            //        Tuple<float, float> existingWeights;
            //        Tuple<uint, uint> neighbourPair = new Tuple<uint,uint>(xEdge.Neighbour, yEdge.Neighbour);
            //        if(!allNeighbourPairs.TryGetValue(neighbourPair, out existingWeights))
            //        {
            //            if (existingWeights.Item1 < forwardWeight)
            //            {
            //                forwardWeight = existingWeights.Item1;
            //            }
            //            if (existingWeights.Item2 < backwardWeight)
            //            {
            //                backwardWeight = existingWeights.Item2;
            //            }
            //        }
            //        allNeighbourPairs[neighbourPair] = new Tuple<float, float>(forwardWeight, backwardWeight);
            //    }
            //}

            var toRequeue = new HashSet<uint>();

            var forwardEdges = new CHEdgeData?[2];
            var backwardEdges = new CHEdgeData?[2];
            var existingEdgesToRemove = new HashSet<CHEdgeData>();

            // loop over each combination of edges just once.
            var forwardWitnesses = new bool[allNeigbours.Count];
            var backwardWitnesses = new bool[allNeigbours.Count];
            var weights = new List<float>(allNeigbours.Count);
            var edgesToY = new Dictionary<uint, Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>>(allNeigbours.Count);
            for (int x = 1; x < allNeigbours.Count; x++)
            { // loop over all elements first.
                var xEdge = allNeigbours[x];

                // get edges.
                edgesToY.Clear();
                var rawEdgesToY = _target.GetEdges(xEdge.Neighbour);
                while (rawEdgesToY.MoveNext())
                {
                    var rawEdgeNeighbour = rawEdgesToY.Neighbour;
                    if (tosSet.Contains(rawEdgeNeighbour))
                    {
                        var rawEdgeData = rawEdgesToY.EdgeData;
                        var rawEdgeForwardWeight = rawEdgeData.CanMoveForward ? rawEdgeData.Weight : float.MaxValue;
                        var rawEdgeBackwardWeight = rawEdgeData.CanMoveBackward ? rawEdgeData.Weight : float.MaxValue;
                        Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> edgeTuple;
                        if (!edgesToY.TryGetValue(rawEdgeNeighbour, out edgeTuple))
                        {
                            edgeTuple = new Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(rawEdgeData, null, null,
                                rawEdgeForwardWeight, rawEdgeBackwardWeight);
                            edgesToY.Add(rawEdgeNeighbour, edgeTuple);
                        }
                        else if (!edgeTuple.Item2.HasValue)
                        {
                            edgesToY[rawEdgeNeighbour] = new Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(
                                edgeTuple.Item1, rawEdgeData, null,
                                rawEdgeForwardWeight < edgeTuple.Item4 ? rawEdgeForwardWeight : edgeTuple.Item4,
                                rawEdgeBackwardWeight < edgeTuple.Item5 ? rawEdgeBackwardWeight : edgeTuple.Item5);
                        }
                        else
                        {
                            edgesToY[rawEdgeNeighbour] = new Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(
                                edgeTuple.Item1, edgeTuple.Item2, rawEdgeData,
                                rawEdgeForwardWeight < edgeTuple.Item4 ? rawEdgeForwardWeight : edgeTuple.Item4,
                                rawEdgeBackwardWeight < edgeTuple.Item5 ? rawEdgeBackwardWeight : edgeTuple.Item5);
                        }
                    }
                }

                // calculate max weight.
                weights.Clear();
                var forwardUnknown = false;
                var backwardUnknown = false;
                for (int y = 0; y < x; y++)
                {
                    // update maxWeight.
                    var yEdge = allNeigbours[y];
                    if (xEdge.Neighbour != yEdge.Neighbour)
                    {
                        // reset witnesses.
                        var forwardWeight = (float)xEdge.EdgeData.Weight + (float)yEdge.EdgeData.Weight;
                        forwardWitnesses[y] = !xEdge.EdgeData.CanMoveBackward || !yEdge.EdgeData.CanMoveForward;
                        backwardWitnesses[y] = !xEdge.EdgeData.CanMoveForward || !yEdge.EdgeData.CanMoveBackward;
                        weights.Add(forwardWeight);

                        Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> edgeTuple;
                        if (edgesToY.TryGetValue(yEdge.Neighbour, out edgeTuple))
                        {
                            if (!forwardWitnesses[y])
                            { // check 1-hop witnesses.
                                if (edgeTuple.Item4 <= forwardWeight)
                                {
                                    forwardWitnesses[y] = true;
                                }
                            }
                            if (!backwardWitnesses[y])
                            { // check 1-hop witnesses.
                                if (edgeTuple.Item5 <= forwardWeight)
                                {
                                    backwardWitnesses[y] = true;
                                }
                            }
                        }
                        forwardUnknown = !forwardWitnesses[y] || forwardUnknown;
                        backwardUnknown = !backwardWitnesses[y] || backwardUnknown;
                    }
                    else
                    { // already set this to true, not use calculating it's witness.
                        forwardWitnesses[y] = true;
                        backwardWitnesses[y] = true;
                        weights.Add(0);
                    }
                }

                // calculate witnesses.
                if (forwardUnknown || backwardUnknown)
                {
                    _contractionWitnessCalculator.Exists(_target, xEdge.Neighbour, tos, weights, int.MaxValue,
                        ref forwardWitnesses, ref backwardWitnesses);
                }

                for (int y = 0; y < x; y++)
                { // loop over all elements.
                    var yEdge = allNeigbours[y];

                    // add the combinations of these edges.
                    if (xEdge.Neighbour != yEdge.Neighbour)
                    { // there is a connection from x to y and there is no witness path.
                        // create x-to-y data and edge.
                        var canMoveForward = !forwardWitnesses[y] && (xEdge.EdgeData.CanMoveBackward && yEdge.EdgeData.CanMoveForward);
                        var canMoveBackward = !backwardWitnesses[y] && (xEdge.EdgeData.CanMoveForward && yEdge.EdgeData.CanMoveBackward);

                        if (canMoveForward || canMoveBackward)
                        { // add the edge if there is usefull info or if there needs to be a neighbour relationship.
                            // calculate the total weights.
                            var weight = (float)xEdge.EdgeData.Weight + (float)yEdge.EdgeData.Weight;

                            // there are a few options now:
                            //  1) No edges yet between xEdge.Neighbour and yEdge.Neighbour.
                            //  1) There is no other contracted edge: just add as a duplicate.
                            //  2) There is at least on other contracted edge: optimize information because there can only be 4 case between two vertices:
                            //     - One bidirectional edge.
                            //     - Two directed edges with different weights.
                            //     - One forward edge.
                            //     - One backward edge.
                            //    =>  all available information needs to be combined.

                            // check existing data.
                            var existingForwardWeight = float.MaxValue;
                            var existingBackwardWeight = float.MaxValue;
                            uint existingForwardContracted = 0;
                            uint existingBackwardContracted = 0;
                            var existingCanMoveForward = false;
                            var existingCanMoveBackward = false;
                            var existingEdges = _target.GetEdges(xEdge.Neighbour, yEdge.Neighbour);
                            existingEdgesToRemove.Clear();
                            while(existingEdges.MoveNext())
                            {
                                var existingEdgeData = existingEdges.EdgeData;
                                if(existingEdgeData.IsContracted)
                                { // this edge is contracted, collect it's information.
                                    existingEdgesToRemove.Add(existingEdgeData);
                                    if(existingEdgeData.CanMoveForward)
                                    { // can move forward, so at least one edge that can move forward.
                                        existingCanMoveForward = true;
                                        if (existingForwardWeight > existingEdgeData.Weight)
                                        { // update forward weight.
                                            existingForwardWeight = existingEdgeData.Weight;
                                            existingForwardContracted = existingEdgeData.ContractedId;
                                        }
                                    }
                                    if (existingEdgeData.CanMoveBackward)
                                    { // can move backward, so at least one edge that can move backward.
                                        existingCanMoveBackward = true;
                                        if (existingBackwardWeight > existingEdgeData.Weight)
                                        { // update backward weight.
                                            existingBackwardWeight = existingEdgeData.Weight;
                                            existingBackwardContracted = existingEdgeData.ContractedId;
                                        }
                                    }
                                }
                            }

                            if (existingCanMoveForward || existingCanMoveBackward)
                            { // there is already another contraced edge.
                                uint forwardContractedId = vertex;
                                float forwardWeight = weight;
                                // merge with existing data.
                                if (existingCanMoveForward &&
                                    ((weight > existingForwardWeight) || !canMoveForward))
                                { // choose the smallest weight.
                                    canMoveForward = true;
                                    forwardContractedId = existingForwardContracted;
                                    forwardWeight = existingForwardWeight;
                                }

                                uint backwardContractedId = vertex;
                                float backwardWeight = weight;
                                // merge with existing data.
                                if (existingCanMoveBackward &&
                                    ((weight > existingBackwardWeight) || !canMoveBackward))
                                { // choose the smallest weight.
                                    canMoveBackward = true;
                                    backwardContractedId = existingBackwardContracted;
                                    backwardWeight = existingBackwardWeight;
                                }

                                // add one of the 4 above case.
                                forwardEdges[0] = null;
                                forwardEdges[1] = null;
                                backwardEdges[0] = null;
                                backwardEdges[1] = null;
                                if (canMoveForward && canMoveBackward && forwardWeight == backwardWeight && forwardContractedId == backwardContractedId)
                                { // just add one edge.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, true, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, true, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(backwardContractedId, true, true, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, true, backwardWeight));
                                }
                                else if (canMoveBackward && canMoveForward)
                                { // add two different edges.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, false, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, false, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(forwardContractedId, false, true, forwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(forwardContractedId, false, true, forwardWeight));
                                    forwardEdges[1] = new CHEdgeData(backwardContractedId, false, true, backwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(backwardContractedId, false, true, backwardWeight));
                                    backwardEdges[1] = new CHEdgeData(backwardContractedId, true, false, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, false, backwardWeight));
                                }
                                else if (canMoveForward)
                                { // only add one forward edge.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, false, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, false, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(forwardContractedId, false, true, forwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(forwardContractedId, false, true, forwardWeight));
                                }
                                else if (canMoveBackward)
                                { // only add one backward edge.
                                    forwardEdges[0] = new CHEdgeData(backwardContractedId, false, true, backwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(backwardContractedId, false, true, backwardWeight));
                                    backwardEdges[0] = new CHEdgeData(backwardContractedId, true, false, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, false, backwardWeight));
                                }

                                // remove all existing stuff.
                                foreach (var existingEdgeToRemove in existingEdgesToRemove)
                                {
                                    if (forwardEdges[0].Equals(existingEdgeToRemove))
                                    { // this forward edge is to be kept.
                                        forwardEdges[0] = null; // it's already there.
                                    }
                                    else if(forwardEdges[1] != null &&
                                        !forwardEdges[1].Equals(existingEdgeToRemove))
                                    { // this forward edge is to be kept.
                                        forwardEdges[1] = null; // it's already there.
                                    }
                                    else
                                    { // yup, just remove it now.
                                        _target.RemoveEdge(xEdge.Neighbour, yEdge.Neighbour, existingEdgeToRemove);
                                    }
                                    var existingEdgeToRemoveBackward = (CHEdgeData)existingEdgeToRemove.Reverse();
                                    if (backwardEdges[0].Equals(existingEdgeToRemoveBackward))
                                    { // this backward edge is to be kept.
                                        backwardEdges[0] = null; // it's already there.
                                    }
                                    else if (backwardEdges[1] != null &&
                                        !backwardEdges[1].Equals(existingEdgeToRemoveBackward))
                                    { // this backward edge is to be kept.
                                        backwardEdges[1] = null; // it's already there.
                                    }
                                    else
                                    { // yup, just remove it now.
                                        _target.RemoveEdge(yEdge.Neighbour, xEdge.Neighbour, existingEdgeToRemoveBackward);
                                    }
                                }

                                // add remaining edges.
                                if (forwardEdges[0].HasValue) { _target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, forwardEdges[0].Value); }
                                if (forwardEdges[1].HasValue) { _target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, forwardEdges[1].Value); }
                                if (backwardEdges[0].HasValue) { _target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, backwardEdges[0].Value); }
                                if (backwardEdges[1].HasValue) { _target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, backwardEdges[1].Value); }

                                toRequeue.Add(xEdge.Neighbour);
                                toRequeue.Add(yEdge.Neighbour);
                            }
                            else
                            { // there is no edge, just add the data.
                                // add contracted edges like normal.
                                _target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(vertex, canMoveForward, canMoveBackward, weight));
                                _target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(vertex, canMoveBackward, canMoveForward, weight));

                                toRequeue.Add(xEdge.Neighbour);
                                toRequeue.Add(yEdge.Neighbour);
                            }
                        }
                    }
                }
            }

            // mark the vertex as contracted.
            this.MarkContracted(vertex);

            // notify a contracted neighbour.
            _calculator.NotifyContracted(vertex);

            // report the after contraction event.
            this.OnAfterContraction(vertex, allNeigbours);

            //// update priority of direct neighbours.
            //foreach (var neighbour in toRequeue)
            //{
            //    this.ReQueue(neighbour);
            //}
        }
Пример #2
0
        /// <summary>
        /// Contracts the given vertex.
        /// </summary>
        /// <param name="vertex"></param>
        public void Contract(uint vertex)
        {
            if (this.IsContracted(vertex))
            {
                throw new Exception("Is already contracted!");
            }

            // get all information from the source.
            var edges = _target.GetEdges(vertex).ToList();

            // report the before contraction event.
            this.OnBeforeContraction(vertex, edges);

            // build the list of edges to replace.
            var allNeigbours = new List <Edge <CHEdgeData> >(edges.Count);
            var tos          = new List <uint>(edges.Count);
            var tosSet       = new HashSet <uint>();

            foreach (var edge in edges)
            {
                // use this edge for contraction.
                allNeigbours.Add(edge);
                tos.Add(edge.Neighbour);
                tosSet.Add(edge.Neighbour);

                // remove the edge in downwards direction and on the edge with the same data.
                _target.RemoveEdge(edge.Neighbour, vertex);
            }

            //// build the list of pairs and make sure duplicates don't count.
            //var allNeighbourPairs = new Dictionary<Tuple<uint, uint>, Tuple<float, float>>();
            //for(int x = 1; x < allNeigbours.Count; x++)
            //{
            //    var xEdge = allNeigbours[x];
            //    var xEdgeForwardWeight = xEdge.EdgeData.CanMoveBackward ? xEdge.EdgeData.Weight : float.MaxValue;
            //    var xEdgeBackwardWeight = xEdge.EdgeData.CanMoveForward ? xEdge.EdgeData.Weight : float.MaxValue;
            //    for(int y = 0; y < x; y++)
            //    {
            //        var yEdge = allNeigbours[x];
            //        //var yEdgeForwardWeight = yEdge.EdgeData.CanMoveBackward ? yEdge.EdgeData.Weight : float.MaxValue;
            //        //var yEdgeBackwardWeight = yEdge.EdgeData.CanMoveForward ? yEdge.EdgeData.Weight : float.MaxValue;
            //        float forwardWeight = float.MaxValue;
            //        float backwardWeight = float.MaxValue;
            //        if(xEdge.Neighbour < yEdge.Neighbour)
            //        {
            //            if (xEdge.EdgeData.CanMoveBackward && yEdge.EdgeData.CanMoveForward)
            //            {
            //                forwardWeight = xEdgeBackwardWeight + yEdge.EdgeData.Weight;
            //            }
            //            if (xEdge.EdgeData.CanMoveForward && yEdge.EdgeData.CanMoveBackward)
            //            {
            //                backwardWeight = xEdgeForwardWeight + yEdge.EdgeData.Weight;
            //            }
            //        }
            //        else if(xEdge.Neighbour > yEdge.Neighbour)
            //        {
            //            if (xEdge.EdgeData.CanMoveBackward && yEdge.EdgeData.CanMoveForward)
            //            {
            //                backwardWeight = xEdgeBackwardWeight + yEdge.EdgeData.Weight;
            //            }
            //            if (xEdge.EdgeData.CanMoveForward && yEdge.EdgeData.CanMoveBackward)
            //            {
            //                forwardWeight = xEdgeForwardWeight + yEdge.EdgeData.Weight;
            //            }
            //        }

            //        Tuple<float, float> existingWeights;
            //        Tuple<uint, uint> neighbourPair = new Tuple<uint,uint>(xEdge.Neighbour, yEdge.Neighbour);
            //        if(!allNeighbourPairs.TryGetValue(neighbourPair, out existingWeights))
            //        {
            //            if (existingWeights.Item1 < forwardWeight)
            //            {
            //                forwardWeight = existingWeights.Item1;
            //            }
            //            if (existingWeights.Item2 < backwardWeight)
            //            {
            //                backwardWeight = existingWeights.Item2;
            //            }
            //        }
            //        allNeighbourPairs[neighbourPair] = new Tuple<float, float>(forwardWeight, backwardWeight);
            //    }
            //}

            var toRequeue = new HashSet <uint>();

            var forwardEdges          = new CHEdgeData?[2];
            var backwardEdges         = new CHEdgeData?[2];
            var existingEdgesToRemove = new HashSet <CHEdgeData>();

            // loop over each combination of edges just once.
            var forwardWitnesses  = new bool[allNeigbours.Count];
            var backwardWitnesses = new bool[allNeigbours.Count];
            var weights           = new List <float>(allNeigbours.Count);
            var edgesToY          = new Dictionary <uint, Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> >(allNeigbours.Count);

            for (int x = 1; x < allNeigbours.Count; x++)
            { // loop over all elements first.
                var xEdge = allNeigbours[x];

                // get edges.
                edgesToY.Clear();
                var rawEdgesToY = _target.GetEdges(xEdge.Neighbour);
                while (rawEdgesToY.MoveNext())
                {
                    var rawEdgeNeighbour = rawEdgesToY.Neighbour;
                    if (tosSet.Contains(rawEdgeNeighbour))
                    {
                        var rawEdgeData           = rawEdgesToY.EdgeData;
                        var rawEdgeForwardWeight  = rawEdgeData.CanMoveForward ? rawEdgeData.Weight : float.MaxValue;
                        var rawEdgeBackwardWeight = rawEdgeData.CanMoveBackward ? rawEdgeData.Weight : float.MaxValue;
                        Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> edgeTuple;
                        if (!edgesToY.TryGetValue(rawEdgeNeighbour, out edgeTuple))
                        {
                            edgeTuple = new Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(rawEdgeData, null, null,
                                                                                                        rawEdgeForwardWeight, rawEdgeBackwardWeight);
                            edgesToY.Add(rawEdgeNeighbour, edgeTuple);
                        }
                        else if (!edgeTuple.Item2.HasValue)
                        {
                            edgesToY[rawEdgeNeighbour] = new Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(
                                edgeTuple.Item1, rawEdgeData, null,
                                rawEdgeForwardWeight < edgeTuple.Item4 ? rawEdgeForwardWeight : edgeTuple.Item4,
                                rawEdgeBackwardWeight < edgeTuple.Item5 ? rawEdgeBackwardWeight : edgeTuple.Item5);
                        }
                        else
                        {
                            edgesToY[rawEdgeNeighbour] = new Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(
                                edgeTuple.Item1, edgeTuple.Item2, rawEdgeData,
                                rawEdgeForwardWeight < edgeTuple.Item4 ? rawEdgeForwardWeight : edgeTuple.Item4,
                                rawEdgeBackwardWeight < edgeTuple.Item5 ? rawEdgeBackwardWeight : edgeTuple.Item5);
                        }
                    }
                }

                // calculate max weight.
                weights.Clear();
                var forwardUnknown  = false;
                var backwardUnknown = false;
                for (int y = 0; y < x; y++)
                {
                    // update maxWeight.
                    var yEdge = allNeigbours[y];
                    if (xEdge.Neighbour != yEdge.Neighbour)
                    {
                        // reset witnesses.
                        var forwardWeight = (float)xEdge.EdgeData.Weight + (float)yEdge.EdgeData.Weight;
                        forwardWitnesses[y]  = !xEdge.EdgeData.CanMoveBackward || !yEdge.EdgeData.CanMoveForward;
                        backwardWitnesses[y] = !xEdge.EdgeData.CanMoveForward || !yEdge.EdgeData.CanMoveBackward;
                        weights.Add(forwardWeight);

                        Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> edgeTuple;
                        if (edgesToY.TryGetValue(yEdge.Neighbour, out edgeTuple))
                        {
                            if (!forwardWitnesses[y])
                            { // check 1-hop witnesses.
                                if (edgeTuple.Item4 <= forwardWeight)
                                {
                                    forwardWitnesses[y] = true;
                                }
                            }
                            if (!backwardWitnesses[y])
                            { // check 1-hop witnesses.
                                if (edgeTuple.Item5 <= forwardWeight)
                                {
                                    backwardWitnesses[y] = true;
                                }
                            }
                        }
                        forwardUnknown  = !forwardWitnesses[y] || forwardUnknown;
                        backwardUnknown = !backwardWitnesses[y] || backwardUnknown;
                    }
                    else
                    { // already set this to true, not use calculating it's witness.
                        forwardWitnesses[y]  = true;
                        backwardWitnesses[y] = true;
                        weights.Add(0);
                    }
                }

                // calculate witnesses.
                if (forwardUnknown || backwardUnknown)
                {
                    _contractionWitnessCalculator.Exists(_target, xEdge.Neighbour, tos, weights, int.MaxValue,
                                                         ref forwardWitnesses, ref backwardWitnesses);
                }

                for (int y = 0; y < x; y++)
                { // loop over all elements.
                    var yEdge = allNeigbours[y];

                    // add the combinations of these edges.
                    if (xEdge.Neighbour != yEdge.Neighbour)
                    { // there is a connection from x to y and there is no witness path.
                        // create x-to-y data and edge.
                        var canMoveForward  = !forwardWitnesses[y] && (xEdge.EdgeData.CanMoveBackward && yEdge.EdgeData.CanMoveForward);
                        var canMoveBackward = !backwardWitnesses[y] && (xEdge.EdgeData.CanMoveForward && yEdge.EdgeData.CanMoveBackward);

                        if (canMoveForward || canMoveBackward)
                        { // add the edge if there is usefull info or if there needs to be a neighbour relationship.
                            // calculate the total weights.
                            var weight = (float)xEdge.EdgeData.Weight + (float)yEdge.EdgeData.Weight;

                            // there are a few options now:
                            //  1) No edges yet between xEdge.Neighbour and yEdge.Neighbour.
                            //  1) There is no other contracted edge: just add as a duplicate.
                            //  2) There is at least on other contracted edge: optimize information because there can only be 4 case between two vertices:
                            //     - One bidirectional edge.
                            //     - Two directed edges with different weights.
                            //     - One forward edge.
                            //     - One backward edge.
                            //    =>  all available information needs to be combined.

                            // check existing data.
                            var  existingForwardWeight      = float.MaxValue;
                            var  existingBackwardWeight     = float.MaxValue;
                            uint existingForwardContracted  = 0;
                            uint existingBackwardContracted = 0;
                            var  existingCanMoveForward     = false;
                            var  existingCanMoveBackward    = false;
                            var  existingEdges = _target.GetEdges(xEdge.Neighbour, yEdge.Neighbour);
                            existingEdgesToRemove.Clear();
                            while (existingEdges.MoveNext())
                            {
                                var existingEdgeData = existingEdges.EdgeData;
                                if (existingEdgeData.IsContracted)
                                { // this edge is contracted, collect it's information.
                                    existingEdgesToRemove.Add(existingEdgeData);
                                    if (existingEdgeData.CanMoveForward)
                                    { // can move forward, so at least one edge that can move forward.
                                        existingCanMoveForward = true;
                                        if (existingForwardWeight > existingEdgeData.Weight)
                                        { // update forward weight.
                                            existingForwardWeight     = existingEdgeData.Weight;
                                            existingForwardContracted = existingEdgeData.ContractedId;
                                        }
                                    }
                                    if (existingEdgeData.CanMoveBackward)
                                    { // can move backward, so at least one edge that can move backward.
                                        existingCanMoveBackward = true;
                                        if (existingBackwardWeight > existingEdgeData.Weight)
                                        { // update backward weight.
                                            existingBackwardWeight     = existingEdgeData.Weight;
                                            existingBackwardContracted = existingEdgeData.ContractedId;
                                        }
                                    }
                                }
                            }

                            if (existingCanMoveForward || existingCanMoveBackward)
                            { // there is already another contraced edge.
                                uint  forwardContractedId = vertex;
                                float forwardWeight       = weight;
                                // merge with existing data.
                                if (existingCanMoveForward &&
                                    ((weight > existingForwardWeight) || !canMoveForward))
                                { // choose the smallest weight.
                                    canMoveForward      = true;
                                    forwardContractedId = existingForwardContracted;
                                    forwardWeight       = existingForwardWeight;
                                }

                                uint  backwardContractedId = vertex;
                                float backwardWeight       = weight;
                                // merge with existing data.
                                if (existingCanMoveBackward &&
                                    ((weight > existingBackwardWeight) || !canMoveBackward))
                                { // choose the smallest weight.
                                    canMoveBackward      = true;
                                    backwardContractedId = existingBackwardContracted;
                                    backwardWeight       = existingBackwardWeight;
                                }

                                // add one of the 4 above case.
                                forwardEdges[0]  = null;
                                forwardEdges[1]  = null;
                                backwardEdges[0] = null;
                                backwardEdges[1] = null;
                                if (canMoveForward && canMoveBackward && forwardWeight == backwardWeight && forwardContractedId == backwardContractedId)
                                { // just add one edge.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, true, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, true, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(backwardContractedId, true, true, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, true, backwardWeight));
                                }
                                else if (canMoveBackward && canMoveForward)
                                { // add two different edges.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, false, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, false, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(forwardContractedId, false, true, forwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(forwardContractedId, false, true, forwardWeight));
                                    forwardEdges[1] = new CHEdgeData(backwardContractedId, false, true, backwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(backwardContractedId, false, true, backwardWeight));
                                    backwardEdges[1] = new CHEdgeData(backwardContractedId, true, false, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, false, backwardWeight));
                                }
                                else if (canMoveForward)
                                { // only add one forward edge.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, false, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, false, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(forwardContractedId, false, true, forwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(forwardContractedId, false, true, forwardWeight));
                                }
                                else if (canMoveBackward)
                                { // only add one backward edge.
                                    forwardEdges[0] = new CHEdgeData(backwardContractedId, false, true, backwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(backwardContractedId, false, true, backwardWeight));
                                    backwardEdges[0] = new CHEdgeData(backwardContractedId, true, false, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, false, backwardWeight));
                                }

                                // remove all existing stuff.
                                foreach (var existingEdgeToRemove in existingEdgesToRemove)
                                {
                                    if (forwardEdges[0].Equals(existingEdgeToRemove))
                                    {                           // this forward edge is to be kept.
                                        forwardEdges[0] = null; // it's already there.
                                    }
                                    else if (forwardEdges[1] != null &&
                                             !forwardEdges[1].Equals(existingEdgeToRemove))
                                    {                           // this forward edge is to be kept.
                                        forwardEdges[1] = null; // it's already there.
                                    }
                                    else
                                    { // yup, just remove it now.
                                        _target.RemoveEdge(xEdge.Neighbour, yEdge.Neighbour, existingEdgeToRemove);
                                    }
                                    var existingEdgeToRemoveBackward = (CHEdgeData)existingEdgeToRemove.Reverse();
                                    if (backwardEdges[0].Equals(existingEdgeToRemoveBackward))
                                    {                            // this backward edge is to be kept.
                                        backwardEdges[0] = null; // it's already there.
                                    }
                                    else if (backwardEdges[1] != null &&
                                             !backwardEdges[1].Equals(existingEdgeToRemoveBackward))
                                    {                            // this backward edge is to be kept.
                                        backwardEdges[1] = null; // it's already there.
                                    }
                                    else
                                    { // yup, just remove it now.
                                        _target.RemoveEdge(yEdge.Neighbour, xEdge.Neighbour, existingEdgeToRemoveBackward);
                                    }
                                }

                                // add remaining edges.
                                if (forwardEdges[0].HasValue)
                                {
                                    _target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, forwardEdges[0].Value);
                                }
                                if (forwardEdges[1].HasValue)
                                {
                                    _target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, forwardEdges[1].Value);
                                }
                                if (backwardEdges[0].HasValue)
                                {
                                    _target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, backwardEdges[0].Value);
                                }
                                if (backwardEdges[1].HasValue)
                                {
                                    _target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, backwardEdges[1].Value);
                                }

                                toRequeue.Add(xEdge.Neighbour);
                                toRequeue.Add(yEdge.Neighbour);
                            }
                            else
                            { // there is no edge, just add the data.
                                // add contracted edges like normal.
                                _target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(vertex, canMoveForward, canMoveBackward, weight));
                                _target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(vertex, canMoveBackward, canMoveForward, weight));

                                toRequeue.Add(xEdge.Neighbour);
                                toRequeue.Add(yEdge.Neighbour);
                            }
                        }
                    }
                }
            }

            // mark the vertex as contracted.
            this.MarkContracted(vertex);

            // notify a contracted neighbour.
            _calculator.NotifyContracted(vertex);

            // report the after contraction event.
            this.OnAfterContraction(vertex, allNeigbours);

            //// update priority of direct neighbours.
            //foreach (var neighbour in toRequeue)
            //{
            //    this.ReQueue(neighbour);
            //}
        }
        /// <summary>
        /// Calculates the priority of the given vertex.
        /// </summary>
        /// <param name="vertex">The vertex to calculate the priority for.</param>
        /// <param name="newEdges">The number of new edges that would be added.</param>
        /// <param name="removedEdges">The number of edges that would be removed.</param>
        /// <param name="depth">The depth of the vertex.</param>
        /// <param name="contracted">The number of contracted neighours.</param>
        public float Calculate(uint vertex, out int newEdges, out int removedEdges, out int depth, out int contracted)
        {
            newEdges = 0; 
            removedEdges = 0;
            _contractionCount.TryGetValue(vertex, out contracted);

            // get all information from the source.
            var edges =  _data.GetEdges(vertex).ToList();

            // build the list of edges to replace.
            var edgesForContractions = new List<Edge<CHEdgeData>>(edges.Count);
            var tos = new List<uint>(edges.Count);
            var tosSet = new HashSet<uint>();
            foreach (var edge in edges)
            {
                // use this edge for contraction.
                edgesForContractions.Add(edge);
                tos.Add(edge.Neighbour);
                tosSet.Add(edge.Neighbour);
                removedEdges++;
            }

            var toRequeue = new HashSet<uint>();

            var forwardEdges = new CHEdgeData?[2];
            var backwardEdges = new CHEdgeData?[2];
            var existingEdgesToRemove = new HashSet<CHEdgeData>();

            // loop over each combination of edges just once.
            var forwardWitnesses = new bool[edgesForContractions.Count];
            var backwardWitnesses = new bool[edgesForContractions.Count];
            var weights = new List<float>(edgesForContractions.Count);
            var edgesToY = new Dictionary<uint, Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>>(edgesForContractions.Count);
            for (int x = 1; x < edgesForContractions.Count; x++)
            { // loop over all elements first.
                var xEdge = edgesForContractions[x];

                // get edges.
                edgesToY.Clear();
                var rawEdgesToY = _data.GetEdges(xEdge.Neighbour);
                while (rawEdgesToY.MoveNext())
                {
                    var rawEdgeNeighbour = rawEdgesToY.Neighbour;
                    if (tosSet.Contains(rawEdgeNeighbour))
                    {
                        var rawEdgeData = rawEdgesToY.EdgeData;
                        var rawEdgeForwardWeight = rawEdgeData.CanMoveForward ? rawEdgeData.Weight : float.MaxValue;
                        var rawEdgeBackwardWeight = rawEdgeData.CanMoveBackward ? rawEdgeData.Weight : float.MaxValue;
                        Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> edgeTuple;
                        if (!edgesToY.TryGetValue(rawEdgeNeighbour, out edgeTuple))
                        {
                            edgeTuple = new Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(rawEdgeData, null, null,
                                rawEdgeForwardWeight, rawEdgeBackwardWeight);
                            edgesToY.Add(rawEdgeNeighbour, edgeTuple);
                        }
                        else if (!edgeTuple.Item2.HasValue)
                        {
                            edgesToY[rawEdgeNeighbour] = new Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(
                                edgeTuple.Item1, rawEdgeData, null,
                                rawEdgeForwardWeight < edgeTuple.Item4 ? rawEdgeForwardWeight : edgeTuple.Item4,
                                rawEdgeBackwardWeight < edgeTuple.Item5 ? rawEdgeBackwardWeight : edgeTuple.Item5);
                        }
                        else
                        {
                            edgesToY[rawEdgeNeighbour] = new Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(
                                edgeTuple.Item1, edgeTuple.Item2, rawEdgeData,
                                rawEdgeForwardWeight < edgeTuple.Item4 ? rawEdgeForwardWeight : edgeTuple.Item4,
                                rawEdgeBackwardWeight < edgeTuple.Item5 ? rawEdgeBackwardWeight : edgeTuple.Item5);
                        }
                    }
                }

                // calculate max weight.
                weights.Clear();
                var forwardUnknown = false;
                var backwardUnknown = false;
                for (int y = 0; y < x; y++)
                {
                    // update maxWeight.
                    var yEdge = edgesForContractions[y];
                    if (xEdge.Neighbour != yEdge.Neighbour)
                    {
                        // reset witnesses.
                        var forwardWeight = (float)xEdge.EdgeData.Weight + (float)yEdge.EdgeData.Weight;
                        forwardWitnesses[y] = !xEdge.EdgeData.CanMoveBackward || !yEdge.EdgeData.CanMoveForward;
                        backwardWitnesses[y] = !xEdge.EdgeData.CanMoveForward || !yEdge.EdgeData.CanMoveBackward;
                        weights.Add(forwardWeight);

                        Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> edgeTuple;
                        if (edgesToY.TryGetValue(yEdge.Neighbour, out edgeTuple))
                        {
                            if (!forwardWitnesses[y])
                            { // check 1-hop witnesses.
                                if (edgeTuple.Item4 <= forwardWeight)
                                {
                                    forwardWitnesses[y] = true;
                                }
                            }
                            if (!backwardWitnesses[y])
                            { // check 1-hop witnesses.
                                if (edgeTuple.Item5 <= forwardWeight)
                                {
                                    backwardWitnesses[y] = true;
                                }
                            }
                        }
                        forwardUnknown = !forwardWitnesses[y] || forwardUnknown;
                        backwardUnknown = !backwardWitnesses[y] || backwardUnknown;
                    }
                    else
                    { // already set this to true, not use calculating it's witness.
                        forwardWitnesses[y] = true;
                        backwardWitnesses[y] = true;
                        weights.Add(0);
                    }
                }

                // calculate witnesses.
                if (_witnessCalculator.HopLimit > 1)
                { // 1-hops already checked.
                    if (forwardUnknown || backwardUnknown)
                    {
                        _witnessCalculator.Exists(_data, xEdge.Neighbour, tos, weights, int.MaxValue,
                            ref forwardWitnesses, ref backwardWitnesses, vertex);
                    }
                }

                for (int y = 0; y < x; y++)
                { // loop over all elements.
                    var yEdge = edgesForContractions[y];

                    // add the combinations of these edges.
                    if (xEdge.Neighbour != yEdge.Neighbour)
                    { // there is a connection from x to y and there is no witness path.
                        // create x-to-y data and edge.
                        var canMoveForward = !forwardWitnesses[y] && (xEdge.EdgeData.CanMoveBackward && yEdge.EdgeData.CanMoveForward);
                        var canMoveBackward = !backwardWitnesses[y] && (xEdge.EdgeData.CanMoveForward && yEdge.EdgeData.CanMoveBackward);

                        if (canMoveForward || canMoveBackward)
                        { // add the edge if there is usefull info or if there needs to be a neighbour relationship.
                            // add contracted edges like normal. // calculate the total weights.
                            var weight = (float)xEdge.EdgeData.Weight + (float)yEdge.EdgeData.Weight;

                            // there are a few options now:
                            //  1) No edges yet between xEdge.Neighbour and yEdge.Neighbour.
                            //  1) There is no other contracted edge: just add as a duplicate.
                            //  2) There is at least on other contracted edge: optimize information because there can only be 4 case between two vertices:
                            //     - One bidirectional edge.
                            //     - Two directed edges with different weights.
                            //     - One forward edge.
                            //     - One backward edge.
                            //    =>  all available information needs to be combined.

                            // check existing data.
                            var existingCanMoveForward = false;
                            var existingCanMoveBackward = false;
                            var existingForwardWeight = float.MaxValue;
                            var existingBackwardWeight = float.MaxValue;
                            uint existingForwardContracted = 0;
                            uint existingBackwardContracted = 0;
                            Tuple<CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> edgeTuple;
                            if (edgesToY.TryGetValue(yEdge.Neighbour, out edgeTuple))
                            {
                                //var existingEdges = _data.GetEdges(xEdge.Neighbour, yEdge.Neighbour);
                                existingEdgesToRemove.Clear();
                                // remove all existing stuff.
                                var existingEdge = new CHEdgeData();
                                for (int idx = 0; idx < 3; idx++)
                                {
                                    switch (idx)
                                    {
                                        case 0:
                                            existingEdge = edgeTuple.Item1.Value;
                                            break;
                                        case 1:
                                            if (!edgeTuple.Item2.HasValue)
                                            {
                                                idx = 2;
                                                break;
                                            }
                                            existingEdge = edgeTuple.Item2.Value;
                                            break;
                                        case 2:
                                            if (!edgeTuple.Item3.HasValue)
                                            {
                                                idx = 2;
                                                break;
                                            }
                                            existingEdge = edgeTuple.Item3.Value;
                                            break;
                                    }

                                    var existingEdgeData = existingEdge;
                                    if (existingEdgeData.IsContracted)
                                    { // this edge is contracted, collect it's information.
                                        existingEdgesToRemove.Add(existingEdgeData);
                                        if (existingEdgeData.CanMoveForward)
                                        { // can move forward, so at least one edge that can move forward.
                                            existingCanMoveForward = true;
                                            if (existingForwardWeight > existingEdgeData.Weight)
                                            { // update forward weight.
                                                existingForwardWeight = existingEdgeData.Weight;
                                                existingForwardContracted = existingEdgeData.ContractedId;
                                            }
                                        }
                                        if (existingEdgeData.CanMoveBackward)
                                        { // can move backward, so at least one edge that can move backward.
                                            existingCanMoveBackward = true;
                                            if (existingBackwardWeight > existingEdgeData.Weight)
                                            { // update backward weight.
                                                existingBackwardWeight = existingEdgeData.Weight;
                                                existingBackwardContracted = existingEdgeData.ContractedId;
                                            }
                                        }
                                    }
                                }
                            }

                            if (existingCanMoveForward || existingCanMoveBackward)
                            { // there is already another contraced edge.
                                uint forwardContractedId = vertex;
                                float forwardWeight = weight;
                                // merge with existing data.
                                if (existingCanMoveForward &&
                                    ((weight > existingForwardWeight) || !canMoveForward))
                                { // choose the smallest weight.
                                    canMoveForward = true;
                                    forwardContractedId = existingForwardContracted;
                                    forwardWeight = existingForwardWeight;
                                }

                                uint backwardContractedId = vertex;
                                float backwardWeight = weight;
                                // merge with existing data.
                                if (existingCanMoveBackward &&
                                    ((weight > existingBackwardWeight) || !canMoveBackward))
                                { // choose the smallest weight.
                                    canMoveBackward = true;
                                    backwardContractedId = existingBackwardContracted;
                                    backwardWeight = existingBackwardWeight;
                                }

                                // add one of the 4 above case.
                                forwardEdges[0] = null;
                                forwardEdges[1] = null;
                                backwardEdges[0] = null;
                                backwardEdges[1] = null;
                                if (canMoveForward && canMoveBackward && forwardWeight == backwardWeight && forwardContractedId == backwardContractedId)
                                { // just add one edge.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, true, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, true, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(backwardContractedId, true, true, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, true, backwardWeight));
                                }
                                else if (canMoveBackward && canMoveForward)
                                { // add two different edges.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, false, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, false, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(forwardContractedId, false, true, forwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(forwardContractedId, false, true, forwardWeight));
                                    forwardEdges[1] = new CHEdgeData(backwardContractedId, false, true, backwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(backwardContractedId, false, true, backwardWeight));
                                    backwardEdges[1] = new CHEdgeData(backwardContractedId, true, false, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, false, backwardWeight));
                                }
                                else if (canMoveForward)
                                { // only add one forward edge.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, false, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, false, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(forwardContractedId, false, true, forwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(forwardContractedId, false, true, forwardWeight));
                                }
                                else if (canMoveBackward)
                                { // only add one backward edge.
                                    forwardEdges[0] = new CHEdgeData(backwardContractedId, false, true, backwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(backwardContractedId, false, true, backwardWeight));
                                    backwardEdges[0] = new CHEdgeData(backwardContractedId, true, false, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, false, backwardWeight));
                                }

                                // remove all existing stuff.
                                foreach (var existingEdgeToRemove in existingEdgesToRemove)
                                {
                                    if (forwardEdges[0].Equals(existingEdgeToRemove))
                                    { // this forward edge is to be kept.
                                        forwardEdges[0] = null; // it's already there.
                                    }
                                    else if (forwardEdges[1] != null &&
                                        !forwardEdges[1].Equals(existingEdgeToRemove))
                                    { // this forward edge is to be kept.
                                        forwardEdges[1] = null; // it's already there.
                                    }
                                    else
                                    { // yup, just remove it now.
                                        removedEdges++;
                                    }
                                    var existingEdgeToRemoveBackward = (CHEdgeData)existingEdgeToRemove.Reverse();
                                    if (backwardEdges[0].Equals(existingEdgeToRemoveBackward))
                                    { // this backward edge is to be kept.
                                        backwardEdges[0] = null; // it's already there.
                                    }
                                    else if (backwardEdges[1] != null &&
                                        !backwardEdges[1].Equals(existingEdgeToRemoveBackward))
                                    { // this backward edge is to be kept.
                                        backwardEdges[1] = null; // it's already there.
                                    }
                                    else
                                    { // yup, just remove it now.
                                        removedEdges++;
                                    }
                                }

                                // add remaining edges.
                                if (forwardEdges[0].HasValue) { newEdges++; }
                                if (forwardEdges[1].HasValue) { newEdges++; }
                                if (backwardEdges[0].HasValue) { newEdges++; }
                                if (backwardEdges[1].HasValue) { newEdges++; }
                            }
                            else
                            { // there is no edge, just add the data.
                                newEdges = newEdges + 2;
                            }
                        }
                    }
                }
            }

            // get the depth.
            _depth.TryGetValue(vertex, out depth);
            return 1 * (newEdges - removedEdges) + (2 * depth) + (1 * contracted);
        }
Пример #4
0
        /// <summary>
        /// Calculates the priority of the given vertex.
        /// </summary>
        /// <param name="vertex">The vertex to calculate the priority for.</param>
        /// <param name="newEdges">The number of new edges that would be added.</param>
        /// <param name="removedEdges">The number of edges that would be removed.</param>
        /// <param name="depth">The depth of the vertex.</param>
        /// <param name="contracted">The number of contracted neighours.</param>
        public float Calculate(uint vertex, out int newEdges, out int removedEdges, out int depth, out int contracted)
        {
            newEdges     = 0;
            removedEdges = 0;
            _contractionCount.TryGetValue(vertex, out contracted);

            // get all information from the source.
            var edges = _data.GetEdges(vertex).ToList();

            // build the list of edges to replace.
            var edgesForContractions = new List <Edge <CHEdgeData> >(edges.Count);
            var tos    = new List <uint>(edges.Count);
            var tosSet = new HashSet <uint>();

            foreach (var edge in edges)
            {
                // use this edge for contraction.
                edgesForContractions.Add(edge);
                tos.Add(edge.Neighbour);
                tosSet.Add(edge.Neighbour);
                removedEdges++;
            }

            var toRequeue = new HashSet <uint>();

            var forwardEdges          = new CHEdgeData?[2];
            var backwardEdges         = new CHEdgeData?[2];
            var existingEdgesToRemove = new HashSet <CHEdgeData>();

            // loop over each combination of edges just once.
            var forwardWitnesses  = new bool[edgesForContractions.Count];
            var backwardWitnesses = new bool[edgesForContractions.Count];
            var weights           = new List <float>(edgesForContractions.Count);
            var edgesToY          = new Dictionary <uint, Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> >(edgesForContractions.Count);

            for (int x = 1; x < edgesForContractions.Count; x++)
            { // loop over all elements first.
                var xEdge = edgesForContractions[x];

                // get edges.
                edgesToY.Clear();
                var rawEdgesToY = _data.GetEdges(xEdge.Neighbour);
                while (rawEdgesToY.MoveNext())
                {
                    var rawEdgeNeighbour = rawEdgesToY.Neighbour;
                    if (tosSet.Contains(rawEdgeNeighbour))
                    {
                        var rawEdgeData           = rawEdgesToY.EdgeData;
                        var rawEdgeForwardWeight  = rawEdgeData.CanMoveForward ? rawEdgeData.Weight : float.MaxValue;
                        var rawEdgeBackwardWeight = rawEdgeData.CanMoveBackward ? rawEdgeData.Weight : float.MaxValue;
                        Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> edgeTuple;
                        if (!edgesToY.TryGetValue(rawEdgeNeighbour, out edgeTuple))
                        {
                            edgeTuple = new Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(rawEdgeData, null, null,
                                                                                                        rawEdgeForwardWeight, rawEdgeBackwardWeight);
                            edgesToY.Add(rawEdgeNeighbour, edgeTuple);
                        }
                        else if (!edgeTuple.Item2.HasValue)
                        {
                            edgesToY[rawEdgeNeighbour] = new Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(
                                edgeTuple.Item1, rawEdgeData, null,
                                rawEdgeForwardWeight < edgeTuple.Item4 ? rawEdgeForwardWeight : edgeTuple.Item4,
                                rawEdgeBackwardWeight < edgeTuple.Item5 ? rawEdgeBackwardWeight : edgeTuple.Item5);
                        }
                        else
                        {
                            edgesToY[rawEdgeNeighbour] = new Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float>(
                                edgeTuple.Item1, edgeTuple.Item2, rawEdgeData,
                                rawEdgeForwardWeight < edgeTuple.Item4 ? rawEdgeForwardWeight : edgeTuple.Item4,
                                rawEdgeBackwardWeight < edgeTuple.Item5 ? rawEdgeBackwardWeight : edgeTuple.Item5);
                        }
                    }
                }

                // calculate max weight.
                weights.Clear();
                var forwardUnknown  = false;
                var backwardUnknown = false;
                for (int y = 0; y < x; y++)
                {
                    // update maxWeight.
                    var yEdge = edgesForContractions[y];
                    if (xEdge.Neighbour != yEdge.Neighbour)
                    {
                        // reset witnesses.
                        var forwardWeight = (float)xEdge.EdgeData.Weight + (float)yEdge.EdgeData.Weight;
                        forwardWitnesses[y]  = !xEdge.EdgeData.CanMoveBackward || !yEdge.EdgeData.CanMoveForward;
                        backwardWitnesses[y] = !xEdge.EdgeData.CanMoveForward || !yEdge.EdgeData.CanMoveBackward;
                        weights.Add(forwardWeight);

                        Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> edgeTuple;
                        if (edgesToY.TryGetValue(yEdge.Neighbour, out edgeTuple))
                        {
                            if (!forwardWitnesses[y])
                            { // check 1-hop witnesses.
                                if (edgeTuple.Item4 <= forwardWeight)
                                {
                                    forwardWitnesses[y] = true;
                                }
                            }
                            if (!backwardWitnesses[y])
                            { // check 1-hop witnesses.
                                if (edgeTuple.Item5 <= forwardWeight)
                                {
                                    backwardWitnesses[y] = true;
                                }
                            }
                        }
                        forwardUnknown  = !forwardWitnesses[y] || forwardUnknown;
                        backwardUnknown = !backwardWitnesses[y] || backwardUnknown;
                    }
                    else
                    { // already set this to true, not use calculating it's witness.
                        forwardWitnesses[y]  = true;
                        backwardWitnesses[y] = true;
                        weights.Add(0);
                    }
                }

                // calculate witnesses.
                if (_witnessCalculator.HopLimit > 1)
                { // 1-hops already checked.
                    if (forwardUnknown || backwardUnknown)
                    {
                        _witnessCalculator.Exists(_data, xEdge.Neighbour, tos, weights, int.MaxValue,
                                                  ref forwardWitnesses, ref backwardWitnesses, vertex);
                    }
                }

                for (int y = 0; y < x; y++)
                { // loop over all elements.
                    var yEdge = edgesForContractions[y];

                    // add the combinations of these edges.
                    if (xEdge.Neighbour != yEdge.Neighbour)
                    { // there is a connection from x to y and there is no witness path.
                        // create x-to-y data and edge.
                        var canMoveForward  = !forwardWitnesses[y] && (xEdge.EdgeData.CanMoveBackward && yEdge.EdgeData.CanMoveForward);
                        var canMoveBackward = !backwardWitnesses[y] && (xEdge.EdgeData.CanMoveForward && yEdge.EdgeData.CanMoveBackward);

                        if (canMoveForward || canMoveBackward)
                        { // add the edge if there is usefull info or if there needs to be a neighbour relationship.
                            // add contracted edges like normal. // calculate the total weights.
                            var weight = (float)xEdge.EdgeData.Weight + (float)yEdge.EdgeData.Weight;

                            // there are a few options now:
                            //  1) No edges yet between xEdge.Neighbour and yEdge.Neighbour.
                            //  1) There is no other contracted edge: just add as a duplicate.
                            //  2) There is at least on other contracted edge: optimize information because there can only be 4 case between two vertices:
                            //     - One bidirectional edge.
                            //     - Two directed edges with different weights.
                            //     - One forward edge.
                            //     - One backward edge.
                            //    =>  all available information needs to be combined.

                            // check existing data.
                            var  existingCanMoveForward     = false;
                            var  existingCanMoveBackward    = false;
                            var  existingForwardWeight      = float.MaxValue;
                            var  existingBackwardWeight     = float.MaxValue;
                            uint existingForwardContracted  = 0;
                            uint existingBackwardContracted = 0;
                            Tuple <CHEdgeData?, CHEdgeData?, CHEdgeData?, float, float> edgeTuple;
                            if (edgesToY.TryGetValue(yEdge.Neighbour, out edgeTuple))
                            {
                                //var existingEdges = _data.GetEdges(xEdge.Neighbour, yEdge.Neighbour);
                                existingEdgesToRemove.Clear();
                                // remove all existing stuff.
                                var existingEdge = new CHEdgeData();
                                for (int idx = 0; idx < 3; idx++)
                                {
                                    switch (idx)
                                    {
                                    case 0:
                                        existingEdge = edgeTuple.Item1.Value;
                                        break;

                                    case 1:
                                        if (!edgeTuple.Item2.HasValue)
                                        {
                                            idx = 2;
                                            break;
                                        }
                                        existingEdge = edgeTuple.Item2.Value;
                                        break;

                                    case 2:
                                        if (!edgeTuple.Item3.HasValue)
                                        {
                                            idx = 2;
                                            break;
                                        }
                                        existingEdge = edgeTuple.Item3.Value;
                                        break;
                                    }

                                    var existingEdgeData = existingEdge;
                                    if (existingEdgeData.IsContracted)
                                    { // this edge is contracted, collect it's information.
                                        existingEdgesToRemove.Add(existingEdgeData);
                                        if (existingEdgeData.CanMoveForward)
                                        { // can move forward, so at least one edge that can move forward.
                                            existingCanMoveForward = true;
                                            if (existingForwardWeight > existingEdgeData.Weight)
                                            { // update forward weight.
                                                existingForwardWeight     = existingEdgeData.Weight;
                                                existingForwardContracted = existingEdgeData.ContractedId;
                                            }
                                        }
                                        if (existingEdgeData.CanMoveBackward)
                                        { // can move backward, so at least one edge that can move backward.
                                            existingCanMoveBackward = true;
                                            if (existingBackwardWeight > existingEdgeData.Weight)
                                            { // update backward weight.
                                                existingBackwardWeight     = existingEdgeData.Weight;
                                                existingBackwardContracted = existingEdgeData.ContractedId;
                                            }
                                        }
                                    }
                                }
                            }

                            if (existingCanMoveForward || existingCanMoveBackward)
                            { // there is already another contraced edge.
                                uint  forwardContractedId = vertex;
                                float forwardWeight       = weight;
                                // merge with existing data.
                                if (existingCanMoveForward &&
                                    ((weight > existingForwardWeight) || !canMoveForward))
                                { // choose the smallest weight.
                                    canMoveForward      = true;
                                    forwardContractedId = existingForwardContracted;
                                    forwardWeight       = existingForwardWeight;
                                }

                                uint  backwardContractedId = vertex;
                                float backwardWeight       = weight;
                                // merge with existing data.
                                if (existingCanMoveBackward &&
                                    ((weight > existingBackwardWeight) || !canMoveBackward))
                                { // choose the smallest weight.
                                    canMoveBackward      = true;
                                    backwardContractedId = existingBackwardContracted;
                                    backwardWeight       = existingBackwardWeight;
                                }

                                // add one of the 4 above case.
                                forwardEdges[0]  = null;
                                forwardEdges[1]  = null;
                                backwardEdges[0] = null;
                                backwardEdges[1] = null;
                                if (canMoveForward && canMoveBackward && forwardWeight == backwardWeight && forwardContractedId == backwardContractedId)
                                { // just add one edge.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, true, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, true, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(backwardContractedId, true, true, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, true, backwardWeight));
                                }
                                else if (canMoveBackward && canMoveForward)
                                { // add two different edges.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, false, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, false, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(forwardContractedId, false, true, forwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(forwardContractedId, false, true, forwardWeight));
                                    forwardEdges[1] = new CHEdgeData(backwardContractedId, false, true, backwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(backwardContractedId, false, true, backwardWeight));
                                    backwardEdges[1] = new CHEdgeData(backwardContractedId, true, false, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, false, backwardWeight));
                                }
                                else if (canMoveForward)
                                { // only add one forward edge.
                                    forwardEdges[0] = new CHEdgeData(forwardContractedId, true, false, forwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(forwardContractedId, true, false, forwardWeight));
                                    backwardEdges[0] = new CHEdgeData(forwardContractedId, false, true, forwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(forwardContractedId, false, true, forwardWeight));
                                }
                                else if (canMoveBackward)
                                { // only add one backward edge.
                                    forwardEdges[0] = new CHEdgeData(backwardContractedId, false, true, backwardWeight);
                                    //_target.AddEdge(xEdge.Neighbour, yEdge.Neighbour, new CHEdgeData(backwardContractedId, false, true, backwardWeight));
                                    backwardEdges[0] = new CHEdgeData(backwardContractedId, true, false, backwardWeight);
                                    //_target.AddEdge(yEdge.Neighbour, xEdge.Neighbour, new CHEdgeData(backwardContractedId, true, false, backwardWeight));
                                }

                                // remove all existing stuff.
                                foreach (var existingEdgeToRemove in existingEdgesToRemove)
                                {
                                    if (forwardEdges[0].Equals(existingEdgeToRemove))
                                    {                           // this forward edge is to be kept.
                                        forwardEdges[0] = null; // it's already there.
                                    }
                                    else if (forwardEdges[1] != null &&
                                             !forwardEdges[1].Equals(existingEdgeToRemove))
                                    {                           // this forward edge is to be kept.
                                        forwardEdges[1] = null; // it's already there.
                                    }
                                    else
                                    { // yup, just remove it now.
                                        removedEdges++;
                                    }
                                    var existingEdgeToRemoveBackward = (CHEdgeData)existingEdgeToRemove.Reverse();
                                    if (backwardEdges[0].Equals(existingEdgeToRemoveBackward))
                                    {                            // this backward edge is to be kept.
                                        backwardEdges[0] = null; // it's already there.
                                    }
                                    else if (backwardEdges[1] != null &&
                                             !backwardEdges[1].Equals(existingEdgeToRemoveBackward))
                                    {                            // this backward edge is to be kept.
                                        backwardEdges[1] = null; // it's already there.
                                    }
                                    else
                                    { // yup, just remove it now.
                                        removedEdges++;
                                    }
                                }

                                // add remaining edges.
                                if (forwardEdges[0].HasValue)
                                {
                                    newEdges++;
                                }
                                if (forwardEdges[1].HasValue)
                                {
                                    newEdges++;
                                }
                                if (backwardEdges[0].HasValue)
                                {
                                    newEdges++;
                                }
                                if (backwardEdges[1].HasValue)
                                {
                                    newEdges++;
                                }
                            }
                            else
                            { // there is no edge, just add the data.
                                newEdges = newEdges + 2;
                            }
                        }
                    }
                }
            }

            // get the depth.
            _depth.TryGetValue(vertex, out depth);
            return(1 * (newEdges - removedEdges) + (2 * depth) + (1 * contracted));
        }