示例#1
0
        public TimedTrafficLightsStep(TimedTrafficLights timedNode, int minTime, int maxTime, float waitFlowBalance, bool makeRed = false)
        {
            this.minTime         = minTime;
            this.maxTime         = maxTime;
            this.waitFlowBalance = waitFlowBalance;
            this.timedNode       = timedNode;

            minFlow = Single.NaN;
            maxWait = Single.NaN;

            endTransitionStart = null;
            stepDone           = false;

            NodeGeometry nodeGeometry = NodeGeometry.Get(timedNode.NodeId);

            foreach (SegmentEndGeometry end in nodeGeometry.SegmentEndGeometries)
            {
                if (end == null)
                {
                    continue;
                }

                addSegment(end.SegmentId, end.StartNode, makeRed);
            }
            calcMaxSegmentLength();
        }
        public TimedTrafficLightsStep(TimedTrafficLights timedNode, int minTime, int maxTime, float waitFlowBalance, bool makeRed = false)
        {
            this.minTime         = minTime;
            this.maxTime         = maxTime;
            this.waitFlowBalance = waitFlowBalance;
            this.timedNode       = timedNode;

            minFlow = Single.NaN;
            maxWait = Single.NaN;

            endTransitionStart = null;
            stepDone           = false;

            for (var s = 0; s < 8; s++)
            {
                var segmentId = Singleton <NetManager> .instance.m_nodes.m_buffer[timedNode.NodeId].GetSegment(s);
                if (segmentId <= 0)
                {
                    continue;
                }

                addSegment(segmentId, makeRed);
            }
            calcMaxSegmentLength();
        }
		public void DestroyTimedTrafficLight() {
			if (TimedLight != null)
				TimedLight.Stop();
			TimedLight = null;

			if (!IsManualLight())
				destroyLiveSegments();
		}
		public void SetupTimedTrafficLight(List<ushort> nodeGroup) {
			if (IsManualLight())
				DestroyManualTrafficLight();

			TimedLight = new TimedTrafficLights(nodeId, nodeGroup);

			setupLiveSegments();
		}
示例#5
0
        public void SetupTimedTrafficLight(List <ushort> nodeGroup)
        {
            if (IsManualLight())
            {
                DestroyManualTrafficLight();
            }

            TimedLight = new TimedTrafficLights(NodeId, nodeGroup);
        }
 internal bool isInStartTransition()
 {
     if (!timedNode.isMasterNode())
     {
         TimedTrafficLights masterLights = timedNode.MasterLights();
         if (masterLights != null)
         {
             return(timedNode.MasterLights().Steps[timedNode.CurrentStep].isInStartTransition());
         }
     }
     return(getCurrentFrame() == startFrame && !StepDone(false));
 }
 /// <summary>
 /// Checks if the green-to-red (=yellow) phase is currently active
 /// </summary>
 /// <returns></returns>
 internal bool isInEndTransition()
 {
     if (!timedNode.isMasterNode())
     {
         TimedTrafficLights masterLights = timedNode.MasterLights();
         if (masterLights != null)
         {
             return(masterLights.Steps[timedNode.CurrentStep].isInEndTransition());
         }
     }
     return(endTransitionStart != null && getCurrentFrame() <= endTransitionStart && StepDone(false));
 }
        public void DestroyTimedTrafficLight()
        {
            if (TimedLight != null)
            {
                TimedLight.Stop();
            }
            TimedLight = null;

            if (!IsManualLight())
            {
                destroyLiveSegments();
            }
        }
示例#9
0
        /// <summary>
        /// Checks if the green-to-red (=yellow) phase is currently active
        /// </summary>
        /// <returns></returns>
        internal bool IsInEndTransition()
        {
            if (!timedNode.IsMasterNode())
            {
                TimedTrafficLights masterLights = timedNode.MasterLights();
                return(masterLights.Steps[masterLights.CurrentStep].IsInEndTransition());
            }

            bool isStepDone = StepDone(false);
            bool ret        = endTransitionStart != null && getCurrentFrame() <= endTransitionStart && isStepDone;

#if DEBUGTTL
            Log._Debug($"TimedTrafficLightsStep.isInEndTransition() called for master NodeId={timedNode.NodeId}. CurrentStep={timedNode.CurrentStep} getCurrentFrame()={getCurrentFrame()} endTransitionStart={endTransitionStart} isStepDone={isStepDone} ret={ret}");
#endif
            return(ret);
        }
示例#10
0
        internal bool isInStartTransition()
        {
            if (!timedNode.isMasterNode())
            {
                TimedTrafficLights masterLights = timedNode.MasterLights();
                if (masterLights != null)
                {
                    return(timedNode.MasterLights().Steps[timedNode.CurrentStep].isInStartTransition());
                }
            }

            bool isStepDone = StepDone(false);
            bool ret        = getCurrentFrame() == startFrame && !isStepDone;

#if DEBUGTTL
            Log._Debug($"TimedTrafficLightsStep.isInStartTransition() called for master NodeId={timedNode.NodeId}. CurrentStep={timedNode.CurrentStep} getCurrentFrame()={getCurrentFrame()} startFrame={startFrame} isStepDone={isStepDone} ret={ret}");
#endif

            return(ret);
        }
		public TimedTrafficLightsStep(TimedTrafficLights timedNode, int minTime, int maxTime, float waitFlowBalance, List<ushort> groupNodeIds, bool makeRed=false) {
			this.minTime = minTime;
			this.maxTime = maxTime;
			this.waitFlowBalance = waitFlowBalance;
			this.timedNode = timedNode;

			this.groupNodeIds = groupNodeIds;

			minFlow = Single.NaN;
			maxWait = Single.NaN;

			endTransitionStart = null;
			stepDone = false;

			for (var s = 0; s < 8; s++) {
				var segmentId = Singleton<NetManager>.instance.m_nodes.m_buffer[timedNode.NodeId].GetSegment(s);
				if (segmentId <= 0)
					continue;

				addSegment(segmentId, makeRed);
			}
			calcMaxSegmentLength();
		}
        public bool StepDone(bool updateValues)
        {
#if TRACE
            Singleton <CodeProfiler> .instance.Start("TimedTrafficLightsStep.StepDone");
#endif
            if (timedNode.IsInTestMode())
            {
#if TRACE
                Singleton <CodeProfiler> .instance.Stop("TimedTrafficLightsStep.StepDone");
#endif
                return(false);
            }
            if (stepDone)
            {
#if TRACE
                Singleton <CodeProfiler> .instance.Stop("TimedTrafficLightsStep.StepDone");
#endif
                return(true);
            }

            if (getCurrentFrame() >= startFrame + maxTime)
            {
                // maximum time reached. switch!
#if DEBUG
                //Log.Message("step finished @ " + nodeId);
#endif
                stepDone           = true;
                endTransitionStart = getCurrentFrame();
#if TRACE
                Singleton <CodeProfiler> .instance.Stop("TimedTrafficLightsStep.StepDone");
#endif
                return(stepDone);
            }

            if (getCurrentFrame() >= startFrame + minTime)
            {
                if (!timedNode.isMasterNode())
                {
                    TimedTrafficLights masterLights = timedNode.MasterLights();

                    if (masterLights == null)
                    {
                        invalid            = true;
                        stepDone           = true;
                        endTransitionStart = getCurrentFrame();
#if TRACE
                        Singleton <CodeProfiler> .instance.Stop("TimedTrafficLightsStep.StepDone");
#endif
                        return(true);
                    }
                    bool done = masterLights.Steps[masterLights.CurrentStep].StepDone(updateValues);
#if DEBUG
                    //Log.Message("step finished (1) @ " + nodeId);
#endif
                    stepDone = done;
                    if (stepDone)
                    {
                        endTransitionStart = getCurrentFrame();
                    }
#if TRACE
                    Singleton <CodeProfiler> .instance.Stop("TimedTrafficLightsStep.StepDone");
#endif
                    return(stepDone);
                }
                else
                {
                    // we are the master node
                    float wait, flow;
                    uint  curFrame = getCurrentFrame();
                    if (lastFlowWaitCalc < curFrame)
                    {
                        if (!calcWaitFlow(out wait, out flow))
                        {
                            stepDone           = true;
                            endTransitionStart = getCurrentFrame();
#if TRACE
                            Singleton <CodeProfiler> .instance.Stop("TimedTrafficLightsStep.StepDone");
#endif
                            return(stepDone);
                        }
                        else
                        {
                            lastFlowWaitCalc = curFrame;
                        }
                    }
                    else
                    {
                        flow = minFlow;
                        wait = maxWait;
                    }
                    float newFlow = minFlow;
                    float newWait = maxWait;

#if DEBUGMETRIC
                    newFlow = flow;
                    newWait = wait;
#else
                    if (Single.IsNaN(newFlow))
                    {
                        newFlow = flow;
                    }
                    else
                    {
                        newFlow = 0.1f * newFlow + 0.9f * flow;                         // some smoothing
                    }
                    if (Single.IsNaN(newWait))
                    {
                        newWait = 0;
                    }
                    else
                    {
                        newWait = 0.1f * newWait + 0.9f * wait;                         // some smoothing
                    }
#endif

                    // if more cars are waiting than flowing, we change the step
#if DEBUGMETRIC
                    bool done = false;
#else
                    bool done = newWait > 0 && newFlow < newWait;
#endif
                    if (updateValues)
                    {
                        minFlow = newFlow;
                        maxWait = newWait;
                    }
#if DEBUG
                    //Log.Message("step finished (2) @ " + nodeId);
#endif
                    if (updateValues)
                    {
                        stepDone = done;
                    }
                    if (stepDone)
                    {
                        endTransitionStart = getCurrentFrame();
                    }
#if TRACE
                    Singleton <CodeProfiler> .instance.Stop("TimedTrafficLightsStep.StepDone");
#endif
                    return(stepDone);
                }
            }

#if TRACE
            Singleton <CodeProfiler> .instance.Stop("TimedTrafficLightsStep.StepDone");
#endif
            return(false);
        }
		internal void Join(TimedTrafficLights otherTimedLight) {
			if (NumSteps() < otherTimedLight.NumSteps()) {
				// increase the number of steps at our timed lights
				for (int i = NumSteps(); i < otherTimedLight.NumSteps(); ++i) {
					TimedTrafficLightsStep otherStep = otherTimedLight.GetStep(i);
					foreach (ushort slaveNodeId in NodeGroup) {
						TrafficLightSimulation ourSim = TrafficLightSimulation.GetNodeSimulation(slaveNodeId);
						if (ourSim == null || !ourSim.IsTimedLight())
							continue;
						TimedTrafficLights ourTimedLight = ourSim.TimedLight;
						ourTimedLight.AddStep(otherStep.minTime, otherStep.maxTime, otherStep.waitFlowBalance, true);
					}
				}
			} else {
				// increase the number of steps at their timed lights
				for (int i = otherTimedLight.NumSteps(); i < NumSteps(); ++i) {
					TimedTrafficLightsStep ourStep = GetStep(i);
					foreach (ushort slaveNodeId in otherTimedLight.NodeGroup) {
						TrafficLightSimulation theirSim = TrafficLightSimulation.GetNodeSimulation(slaveNodeId);
						if (theirSim == null || !theirSim.IsTimedLight())
							continue;
						TimedTrafficLights theirTimedLight = theirSim.TimedLight;
						theirTimedLight.AddStep(ourStep.minTime, ourStep.maxTime, ourStep.waitFlowBalance, true);
					}
				}
			}

			// join groups and re-defined master node, determine mean min/max times & mean wait-flow-balances
			HashSet<ushort> newNodeGroupSet = new HashSet<ushort>();
			newNodeGroupSet.UnionWith(NodeGroup);
			newNodeGroupSet.UnionWith(otherTimedLight.NodeGroup);
			List<ushort> newNodeGroup = new List<ushort>(newNodeGroupSet);
			ushort newMasterNodeId = newNodeGroup[0];

			int[] minTimes = new int[NumSteps()];
			int[] maxTimes = new int[NumSteps()];
			float[] waitFlowBalances = new float[NumSteps()];

			foreach (ushort timedNodeId in newNodeGroup) {
				TrafficLightSimulation timedSim = TrafficLightSimulation.GetNodeSimulation(timedNodeId);
				if (timedSim == null || !timedSim.IsTimedLight())
					continue;
				TimedTrafficLights timedLight = timedSim.TimedLight;
				for (int i = 0; i < NumSteps(); ++i) {
					minTimes[i] += timedLight.GetStep(i).minTime;
					maxTimes[i] += timedLight.GetStep(i).maxTime;
					waitFlowBalances[i] += timedLight.GetStep(i).waitFlowBalance;
				}

				timedLight.NodeGroup = newNodeGroup;
				timedLight.masterNodeId = newMasterNodeId;
			}

			// build means
			if (NumSteps() > 0) {
				for (int i = 0; i < NumSteps(); ++i) {
					minTimes[i] = Math.Max(1, minTimes[i] / newNodeGroup.Count);
					maxTimes[i] = Math.Max(1, maxTimes[i] / newNodeGroup.Count);
					waitFlowBalances[i] = Math.Max(0.001f, waitFlowBalances[i] / (float)newNodeGroup.Count);
				}
			}

			// apply means & reset
			foreach (ushort timedNodeId in newNodeGroup) {
				TrafficLightSimulation timedSim = TrafficLightSimulation.GetNodeSimulation(timedNodeId);
				if (timedSim == null || !timedSim.IsTimedLight())
					continue;
				TimedTrafficLights timedLight = timedSim.TimedLight;
				timedLight.Stop();
				timedLight.testMode = false;
				timedLight.lastSimulationStep = 0;
				for (int i = 0; i < NumSteps(); ++i) {
					timedLight.GetStep(i).minTime = minTimes[i];
					timedLight.GetStep(i).maxTime = maxTimes[i];
					timedLight.GetStep(i).waitFlowBalance = waitFlowBalances[i];
				}
			}
		}
        /// <summary>
        /// Calculates the current metrics for flowing and waiting vehicles
        /// </summary>
        /// <param name="wait"></param>
        /// <param name="flow"></param>
        /// <returns>true if the values could be calculated, false otherwise</returns>
        public bool calcWaitFlow(out float wait, out float flow)
        {
#if TRACE
            Singleton <CodeProfiler> .instance.Start("TimedTrafficLightsStep.calcWaitFlow");
#endif

#if DEBUGMETRIC
            bool debug = timedNode.NodeId == 3201;
#else
            bool debug = false;
#endif

#if DEBUGMETRIC
            if (debug)
            {
                Log.Warning($"TimedTrafficLightsStep.calcWaitFlow: ***START*** @ node {timedNode.NodeId}");
            }
#endif

            uint numFlows    = 0;
            uint numWaits    = 0;
            uint curMeanFlow = 0;
            uint curMeanWait = 0;

            // we are the master node. calculate traffic data
            foreach (ushort timedNodeId in timedNode.NodeGroup)
            {
                TrafficLightSimulation sim = TrafficLightSimulation.GetNodeSimulation(timedNodeId);
                if (sim == null || !sim.IsTimedLight())
                {
                    continue;
                }
                TimedTrafficLights slaveTimedNode = sim.TimedLight;
                if (slaveTimedNode.NumSteps() <= timedNode.CurrentStep)
                {
                    for (int i = 0; i < slaveTimedNode.NumSteps(); ++i)
                    {
                        slaveTimedNode.GetStep(i).invalid = true;
                    }
                    continue;
                }
                TimedTrafficLightsStep slaveStep = slaveTimedNode.Steps[timedNode.CurrentStep];

                //List<int> segmentIdsToDelete = new List<int>();

                // minimum time reached. check traffic!
                foreach (KeyValuePair <ushort, CustomSegmentLights> e in slaveStep.segmentLights)
                {
                    var fromSegmentId = e.Key;
                    var segLights     = e.Value;

                    // one of the traffic lights at this segment is green: count minimum traffic flowing through
                    SegmentEnd fromSeg = TrafficPriority.GetPrioritySegment(timedNodeId, fromSegmentId);
                    if (fromSeg == null)
                    {
#if DEBUGMETRIC
                        if (debug)
                        {
                            Log.Warning($"TimedTrafficLightsStep.calcWaitFlow: No priority segment @ seg. {fromSegmentId} found!");
                        }
#endif
                        //Log.Warning("stepDone(): prioSeg is null");
                        //segmentIdsToDelete.Add(fromSegmentId);
                        continue;                         // skip invalid segment
                    }

                    //bool startPhase = getCurrentFrame() <= startFrame + minTime + 2; // during start phase all vehicles on "green" segments are counted as flowing
                    ExtVehicleType validVehicleTypes = VehicleRestrictionsManager.GetAllowedVehicleTypes(fromSegmentId, timedNode.NodeId);

                    foreach (KeyValuePair <byte, ExtVehicleType> e2 in segLights.VehicleTypeByLaneIndex)
                    {
                        byte           laneIndex   = e2.Key;
                        ExtVehicleType vehicleType = e2.Value;
                        if (vehicleType != ExtVehicleType.None && (validVehicleTypes & vehicleType) == ExtVehicleType.None)
                        {
                            continue;
                        }
                        CustomSegmentLight segLight = segLights.GetCustomLight(laneIndex);
                        if (segLight == null)
                        {
                            Log.Warning($"Timed traffic light step: Failed to get custom light for vehicleType {vehicleType} @ seg. {fromSegmentId}, node {timedNode.NodeId}!");
                            continue;
                        }

#if DEBUGMETRIC
                        if (debug)
                        {
                            Log._Debug($"TimedTrafficLightsStep.calcWaitFlow: Checking lane {laneIndex} @ seg. {fromSegmentId}. Vehicle types: {vehicleType}");
                        }
#endif

                        Dictionary <ushort, uint> carsFlowingToSegmentMetric = null;
                        Dictionary <ushort, uint> allCarsToSegmentMetric     = null;
                        try {
                            carsFlowingToSegmentMetric = fromSeg.GetVehicleMetricGoingToSegment(false, laneIndex, debug);
                        } catch (Exception ex) {
                            Log.Warning("calcWaitFlow (1): " + ex.ToString());
                        }

                        try {
                            allCarsToSegmentMetric = fromSeg.GetVehicleMetricGoingToSegment(true, laneIndex, debug);
                        } catch (Exception ex) {
                            Log.Warning("calcWaitFlow (2): " + ex.ToString());
                        }

                        if (carsFlowingToSegmentMetric == null)
                        {
                            continue;
                        }

                        // build directions from toSegment to fromSegment
                        Dictionary <ushort, Direction> directions = new Dictionary <ushort, Direction>();
                        foreach (KeyValuePair <ushort, uint> f in allCarsToSegmentMetric)
                        {
                            var             toSegmentId = f.Key;
                            SegmentGeometry geometry    = SegmentGeometry.Get(fromSegmentId);
                            Direction       dir         = geometry.GetDirection(toSegmentId, timedNodeId == geometry.StartNodeId());
                            directions[toSegmentId] = dir;
#if DEBUGMETRIC
                            if (debug)
                            {
                                Log._Debug($"TimedTrafficLightsStep.calcWaitFlow: Calculated direction for seg. {fromSegmentId} -> seg. {toSegmentId}: {dir}");
                            }
#endif
                        }

                        // calculate waiting/flowing traffic
                        foreach (KeyValuePair <ushort, uint> f in allCarsToSegmentMetric)
                        {
                            ushort toSegmentId               = f.Key;
                            uint   totalNormCarLength        = f.Value;
                            uint   totalFlowingNormCarLength = carsFlowingToSegmentMetric[f.Key];

#if DEBUGMETRIC
                            if (debug)
                            {
                                Log._Debug($"TimedTrafficLightsStep.calcWaitFlow: Total norm. car length of vehicles on lane {laneIndex} going to seg. {toSegmentId}: {totalNormCarLength}");
                            }
#endif

                            bool addToFlow = false;
                            switch (directions[toSegmentId])
                            {
                            case Direction.Turn:
                                addToFlow = TrafficPriority.IsLeftHandDrive() ? segLight.isRightGreen() : segLight.isLeftGreen();
                                break;

                            case Direction.Left:
                                addToFlow = segLight.isLeftGreen();
                                break;

                            case Direction.Right:
                                addToFlow = segLight.isRightGreen();
                                break;

                            case Direction.Forward:
                            default:
                                addToFlow = segLight.isForwardGreen();
                                break;
                            }

                            if (addToFlow)
                            {
                                ++numFlows;
                                curMeanFlow += totalFlowingNormCarLength;
                            }
                            else
                            {
                                ++numWaits;
                                curMeanWait += totalNormCarLength;
                            }

#if DEBUGMETRIC
                            if (debug)
                            {
                                Log._Debug($"TimedTrafficLightsStep.calcWaitFlow: Vehicles on lane {laneIndex} on seg. {fromSegmentId} going to seg. {toSegmentId} flowing? {addToFlow} curMeanFlow={curMeanFlow}, curMeanWait={curMeanWait}");
                            }
#endif
                        }
                    }
                }

                // delete invalid segments from step

                /*foreach (int segmentId in segmentIdsToDelete) {
                 *      slaveStep.segmentLightStates.Remove(segmentId);
                 * }*/

                if (slaveStep.segmentLights.Count <= 0)
                {
                    invalid = true;
                    flow    = 0f;
                    wait    = 0f;
#if TRACE
                    Singleton <CodeProfiler> .instance.Stop("TimedTrafficLightsStep.calcWaitFlow");
#endif
                    return(false);
                }
            }

#if DEBUGMETRIC
            if (debug)
            {
                Log._Debug($"TimedTrafficLightsStep.calcWaitFlow: ### Calculation completed. numFlows={numFlows}, numWaits={numWaits}, curMeanFlow={curMeanFlow}, curMeanWait={curMeanWait}");
            }

            wait = curMeanWait;
            flow = curMeanFlow;
#else
            if (numFlows > 0)
            {
                curMeanFlow /= numFlows;
            }
            if (numWaits > 0)
            {
                curMeanWait /= numWaits;
            }

            float fCurMeanFlow = curMeanFlow;
            fCurMeanFlow /= waitFlowBalance;             // a value smaller than 1 rewards steady traffic currents

            wait = (float)curMeanWait;
            flow = fCurMeanFlow;
#endif
#if TRACE
            Singleton <CodeProfiler> .instance.Stop("TimedTrafficLightsStep.calcWaitFlow");
#endif
            return(true);
        }
示例#15
0
        public bool StepDone(bool updateValues)
        {
            if (!timedNode.IsMasterNode())
            {
                TimedTrafficLights masterLights = timedNode.MasterLights();
                return(masterLights.Steps[masterLights.CurrentStep].StepDone(updateValues));
            }
            // we are the master node

            if (timedNode.IsInTestMode())
            {
                return(false);
            }
            if (stepDone)
            {
                return(true);
            }

            if (getCurrentFrame() >= startFrame + maxTime)
            {
                // maximum time reached. switch!
#if DEBUG
                //Log.Message("step finished @ " + nodeId);
#endif
                if (!stepDone && updateValues)
                {
                    stepDone           = true;
                    endTransitionStart = getCurrentFrame();
                }
                return(stepDone);
            }

            if (getCurrentFrame() >= startFrame + minTime)
            {
                float wait, flow;
                uint  curFrame = getCurrentFrame();
                //Log._Debug($"TTL @ {timedNode.NodeId}: curFrame={curFrame} lastFlowWaitCalc={lastFlowWaitCalc}");
                if (lastFlowWaitCalc < curFrame)
                {
                    //Log._Debug($"TTL @ {timedNode.NodeId}: lastFlowWaitCalc<curFrame");
                    if (!calcWaitFlow(true, timedNode.CurrentStep, out wait, out flow))
                    {
                        //Log._Debug($"TTL @ {timedNode.NodeId}: calcWaitFlow failed!");
                        if (!stepDone && updateValues)
                        {
                            //Log._Debug($"TTL @ {timedNode.NodeId}: !stepDone && updateValues");
                            stepDone           = true;
                            endTransitionStart = getCurrentFrame();
                        }
                        return(stepDone);
                    }
                    else
                    {
                        if (updateValues)
                        {
                            lastFlowWaitCalc = curFrame;
                            //Log._Debug($"TTL @ {timedNode.NodeId}: updated lastFlowWaitCalc=curFrame={curFrame}");
                        }
                    }
                }
                else
                {
                    flow = minFlow;
                    wait = maxWait;
                    //Log._Debug($"TTL @ {timedNode.NodeId}: lastFlowWaitCalc>=curFrame wait={maxWait} flow={minFlow}");
                }

                float newFlow = minFlow;
                float newWait = maxWait;

#if DEBUGMETRIC
                newFlow = flow;
                newWait = wait;
#else
                if (Single.IsNaN(newFlow))
                {
                    newFlow = flow;
                }
                else
                {
                    newFlow = 0.1f * newFlow + 0.9f * flow;                     // some smoothing
                }
                if (Single.IsNaN(newWait))
                {
                    newWait = 0;
                }
                else
                {
                    newWait = 0.1f * newWait + 0.9f * wait;                     // some smoothing
                }
#endif

                // if more cars are waiting than flowing, we change the step
                bool done = newWait > 0 && newFlow < newWait;

                //Log._Debug($"TTL @ {timedNode.NodeId}: newWait={newWait} newFlow={newFlow} updateValues={updateValues} stepDone={stepDone} done={done}");

                if (updateValues)
                {
                    minFlow = newFlow;
                    maxWait = newWait;
                    //Log._Debug($"TTL @ {timedNode.NodeId}: updated minFlow=newFlow={minFlow} maxWait=newWait={maxWait}");
                }
#if DEBUG
                //Log.Message("step finished (2) @ " + nodeId);
#endif
                if (updateValues && !stepDone && done)
                {
                    stepDone           = done;
                    endTransitionStart = getCurrentFrame();
                }
                return(stepDone);
            }

            return(false);
        }
        internal void Join(TimedTrafficLights otherTimedLight)
        {
            TrafficLightSimulationManager tlsMan = TrafficLightSimulationManager.Instance();

            if (NumSteps() < otherTimedLight.NumSteps())
            {
                // increase the number of steps at our timed lights
                for (int i = NumSteps(); i < otherTimedLight.NumSteps(); ++i)
                {
                    TimedTrafficLightsStep otherStep = otherTimedLight.GetStep(i);
                    foreach (ushort slaveNodeId in NodeGroup)
                    {
                        TrafficLightSimulation ourSim = tlsMan.GetNodeSimulation(slaveNodeId);
                        if (ourSim == null || !ourSim.IsTimedLight())
                        {
                            continue;
                        }
                        TimedTrafficLights ourTimedLight = ourSim.TimedLight;
                        ourTimedLight.AddStep(otherStep.minTime, otherStep.maxTime, otherStep.waitFlowBalance, true);
                    }
                }
            }
            else
            {
                // increase the number of steps at their timed lights
                for (int i = otherTimedLight.NumSteps(); i < NumSteps(); ++i)
                {
                    TimedTrafficLightsStep ourStep = GetStep(i);
                    foreach (ushort slaveNodeId in otherTimedLight.NodeGroup)
                    {
                        TrafficLightSimulation theirSim = tlsMan.GetNodeSimulation(slaveNodeId);
                        if (theirSim == null || !theirSim.IsTimedLight())
                        {
                            continue;
                        }
                        TimedTrafficLights theirTimedLight = theirSim.TimedLight;
                        theirTimedLight.AddStep(ourStep.minTime, ourStep.maxTime, ourStep.waitFlowBalance, true);
                    }
                }
            }

            // join groups and re-defined master node, determine mean min/max times & mean wait-flow-balances
            HashSet <ushort> newNodeGroupSet = new HashSet <ushort>();

            newNodeGroupSet.UnionWith(NodeGroup);
            newNodeGroupSet.UnionWith(otherTimedLight.NodeGroup);
            List <ushort> newNodeGroup    = new List <ushort>(newNodeGroupSet);
            ushort        newMasterNodeId = newNodeGroup[0];

            int[]   minTimes         = new int[NumSteps()];
            int[]   maxTimes         = new int[NumSteps()];
            float[] waitFlowBalances = new float[NumSteps()];

            foreach (ushort timedNodeId in newNodeGroup)
            {
                TrafficLightSimulation timedSim = tlsMan.GetNodeSimulation(timedNodeId);
                if (timedSim == null || !timedSim.IsTimedLight())
                {
                    continue;
                }
                TimedTrafficLights timedLight = timedSim.TimedLight;
                for (int i = 0; i < NumSteps(); ++i)
                {
                    minTimes[i]         += timedLight.GetStep(i).minTime;
                    maxTimes[i]         += timedLight.GetStep(i).maxTime;
                    waitFlowBalances[i] += timedLight.GetStep(i).waitFlowBalance;
                }

                timedLight.NodeGroup    = newNodeGroup;
                timedLight.masterNodeId = newMasterNodeId;
            }

            // build means
            if (NumSteps() > 0)
            {
                for (int i = 0; i < NumSteps(); ++i)
                {
                    minTimes[i]         = Math.Max(1, minTimes[i] / newNodeGroup.Count);
                    maxTimes[i]         = Math.Max(1, maxTimes[i] / newNodeGroup.Count);
                    waitFlowBalances[i] = Math.Max(0.001f, waitFlowBalances[i] / (float)newNodeGroup.Count);
                }
            }

            // apply means & reset
            foreach (ushort timedNodeId in newNodeGroup)
            {
                TrafficLightSimulation timedSim = tlsMan.GetNodeSimulation(timedNodeId);
                if (timedSim == null || !timedSim.IsTimedLight())
                {
                    continue;
                }
                TimedTrafficLights timedLight = timedSim.TimedLight;
                timedLight.Stop();
                timedLight.testMode           = false;
                timedLight.lastSimulationStep = 0;
                for (int i = 0; i < NumSteps(); ++i)
                {
                    timedLight.GetStep(i).minTime         = minTimes[i];
                    timedLight.GetStep(i).maxTime         = maxTimes[i];
                    timedLight.GetStep(i).waitFlowBalance = waitFlowBalances[i];
                }
            }
        }
        /// <summary>
        /// Calculates the current metrics for flowing and waiting vehicles
        /// </summary>
        /// <param name="wait"></param>
        /// <param name="flow"></param>
        /// <returns>true if the values could be calculated, false otherwise</returns>
        public bool calcWaitFlow(out float wait, out float flow)
        {
#if DEBUG
            bool debug = timedNode.NodeId == 17857;
#else
            bool debug = false;
#endif

            uint numFlows    = 0;
            uint numWaits    = 0;
            uint curMeanFlow = 0;
            uint curMeanWait = 0;

            // we are the master node. calculate traffic data
            foreach (ushort timedNodeId in groupNodeIds)
            {
                TrafficLightSimulation sim = TrafficLightSimulation.GetNodeSimulation(timedNodeId);
                if (sim == null || !sim.IsTimedLight())
                {
                    continue;
                }
                TimedTrafficLights slaveTimedNode = sim.TimedLight;
                if (slaveTimedNode.NumSteps() <= timedNode.CurrentStep)
                {
                    for (int i = 0; i < slaveTimedNode.NumSteps(); ++i)
                    {
                        slaveTimedNode.GetStep(i).invalid = true;
                    }
                    continue;
                }
                TimedTrafficLightsStep slaveStep = slaveTimedNode.Steps[timedNode.CurrentStep];

                //List<int> segmentIdsToDelete = new List<int>();

                // minimum time reached. check traffic!
                foreach (KeyValuePair <ushort, CustomSegmentLights> e in slaveStep.segmentLights)
                {
                    var fromSegmentId = e.Key;
                    var segLights     = e.Value;

                    // one of the traffic lights at this segment is green: count minimum traffic flowing through
                    SegmentEnd fromSeg = TrafficPriority.GetPrioritySegment(timedNodeId, fromSegmentId);
                    if (fromSeg == null)
                    {
                        //Log.Warning("stepDone(): prioSeg is null");
                        //segmentIdsToDelete.Add(fromSegmentId);
                        continue;                         // skip invalid segment
                    }

                    bool           startPhase        = getCurrentFrame() <= startFrame + minTime + 2;    // during start phase all vehicles on "green" segments are counted as flowing
                    ExtVehicleType validVehicleTypes = VehicleRestrictionsManager.GetAllowedVehicleTypes(fromSegmentId, timedNode.NodeId);

                    foreach (ExtVehicleType vehicleType in segLights.VehicleTypes)
                    {
                        if (vehicleType != ExtVehicleType.None && (validVehicleTypes & vehicleType) == ExtVehicleType.None)
                        {
                            continue;
                        }
                        CustomSegmentLight segLight = segLights.GetCustomLight(vehicleType);
                        if (segLight == null)
                        {
                            Log.Warning($"Timed traffic light step: Failed to get custom light for vehicleType {vehicleType} @ seg. {fromSegmentId}, node {timedNode.NodeId}!");
                            continue;
                        }

                        Dictionary <ushort, uint>[] carsToSegmentMetrics = new Dictionary <ushort, uint> [startPhase ? 1: 2];
                        try {
                            carsToSegmentMetrics[0] = fromSeg.GetVehicleMetricGoingToSegment(null, vehicleType, segLights.SeparateVehicleTypes, debug);
                        } catch (Exception ex) {
                            Log.Warning("calcWaitFlow: " + ex.ToString());
                        }
                        if (!startPhase)
                        {
                            try {
                                carsToSegmentMetrics[1] = fromSeg.GetVehicleMetricGoingToSegment(0.1f, vehicleType, segLights.SeparateVehicleTypes, debug);
                            } catch (Exception ex) {
                                Log.Warning("calcWaitFlow: " + ex.ToString());
                            }
                        }

                        if (carsToSegmentMetrics[0] == null)
                        {
                            continue;
                        }

                        // build directions from toSegment to fromSegment
                        Dictionary <ushort, Direction> directions = new Dictionary <ushort, Direction>();
                        foreach (KeyValuePair <ushort, uint> f in carsToSegmentMetrics[0])
                        {
                            var             toSegmentId = f.Key;
                            SegmentGeometry geometry    = CustomRoadAI.GetSegmentGeometry(fromSegmentId);
                            Direction       dir         = geometry.GetDirection(toSegmentId, timedNodeId);
                            directions[toSegmentId] = dir;
                        }

                        // calculate waiting/flowing traffic
                        for (int i = 0; i < carsToSegmentMetrics.Length; ++i)
                        {
                            if (carsToSegmentMetrics[i] == null)
                            {
                                continue;
                            }

                            foreach (KeyValuePair <ushort, uint> f in carsToSegmentMetrics[i])
                            {
                                ushort toSegmentId        = f.Key;
                                uint   totalNormCarLength = f.Value;

                                bool addToFlow = false;
                                switch (directions[toSegmentId])
                                {
                                case Direction.Left:
                                    if (segLight.isLeftGreen())
                                    {
                                        addToFlow = true;
                                    }
                                    break;

                                case Direction.Right:
                                    if (segLight.isRightGreen())
                                    {
                                        addToFlow = true;
                                    }
                                    break;

                                case Direction.Forward:
                                default:
                                    if (segLight.isForwardGreen())
                                    {
                                        addToFlow = true;
                                    }
                                    break;
                                }

                                if (addToFlow)
                                {
                                    if (i > 0 || startPhase)
                                    {
                                        ++numFlows;
                                        curMeanFlow += totalNormCarLength;
                                    }
                                }
                                else if (i == 0)
                                {
                                    ++numWaits;
                                    curMeanWait += totalNormCarLength;
                                }
                            }
                        }
                    }
                }

                // delete invalid segments from step

                /*foreach (int segmentId in segmentIdsToDelete) {
                 *      slaveStep.segmentLightStates.Remove(segmentId);
                 * }*/

                if (slaveStep.segmentLights.Count <= 0)
                {
                    invalid = true;
                    flow    = 0f;
                    wait    = 0f;
                    return(false);
                }
            }

            if (numFlows > 0)
            {
                curMeanFlow /= numFlows;
            }
            if (numWaits > 0)
            {
                curMeanWait /= numWaits;
            }

            float fCurMeanFlow = curMeanFlow;
            fCurMeanFlow /= 100f * waitFlowBalance;             // a value smaller than 1 rewards steady traffic currents

            wait = (float)curMeanWait / 100f;
            flow = fCurMeanFlow;
            return(true);
        }
        public bool StepDone(bool updateValues)
        {
            if (timedNode.IsInTestMode())
            {
                return(false);
            }
            if (stepDone)
            {
                return(true);
            }

            if (getCurrentFrame() >= startFrame + maxTime)
            {
                // maximum time reached. switch!
#if DEBUG
                //Log.Message("step finished @ " + nodeId);
#endif
                stepDone           = true;
                endTransitionStart = getCurrentFrame();
                return(stepDone);
            }

            if (getCurrentFrame() >= startFrame + minTime)
            {
                if (timedNode.masterNodeId != timedNode.NodeId)
                {
                    TrafficLightSimulation masterSim = TrafficLightSimulation.GetNodeSimulation(timedNode.masterNodeId);

                    if (masterSim == null || !masterSim.IsTimedLight())
                    {
                        invalid            = true;
                        stepDone           = true;
                        endTransitionStart = getCurrentFrame();
                        return(true);
                    }
                    TimedTrafficLights masterTimedNode = masterSim.TimedLight;
                    bool done = masterTimedNode.Steps[masterTimedNode.CurrentStep].StepDone(updateValues);
#if DEBUG
                    //Log.Message("step finished (1) @ " + nodeId);
#endif
                    stepDone = done;
                    if (stepDone)
                    {
                        endTransitionStart = getCurrentFrame();
                    }
                    return(stepDone);
                }
                else
                {
                    // we are the master node
                    float wait, flow;
                    uint  curFrame = getCurrentFrame();
                    if (lastFlowWaitCalc < curFrame)
                    {
                        if (!calcWaitFlow(out wait, out flow))
                        {
                            stepDone           = true;
                            endTransitionStart = getCurrentFrame();
                            return(stepDone);
                        }
                        else
                        {
                            lastFlowWaitCalc = curFrame;
                        }
                    }
                    else
                    {
                        flow = minFlow;
                        wait = maxWait;
                    }
                    float newFlow = minFlow;
                    float newWait = maxWait;

                    if (Single.IsNaN(newFlow))
                    {
                        newFlow = flow;
                    }
                    else
                    {
                        newFlow = 0.1f * newFlow + 0.9f * flow;                         // some smoothing
                    }
                    if (Single.IsNaN(newWait))
                    {
                        newWait = 0;
                    }
                    else
                    {
                        newWait = 0.1f * newWait + 0.9f * wait;                         // some smoothing
                    }
                    // if more cars are waiting than flowing, we change the step
                    bool done = newWait > 0 && newFlow < newWait;
                    if (updateValues)
                    {
                        minFlow = newFlow;
                        maxWait = newWait;
                    }
#if DEBUG
                    //Log.Message("step finished (2) @ " + nodeId);
#endif
                    if (updateValues)
                    {
                        stepDone = done;
                    }
                    if (stepDone)
                    {
                        endTransitionStart = getCurrentFrame();
                    }
                    return(stepDone);
                }
            }

            return(false);
        }
示例#19
0
        /// <summary>
        /// Calculates the current metrics for flowing and waiting vehicles
        /// </summary>
        /// <param name="wait"></param>
        /// <param name="flow"></param>
        /// <returns>true if the values could be calculated, false otherwise</returns>
        public bool calcWaitFlow(bool onlyMoving, int stepRefIndex, out float wait, out float flow)
        {
            uint numFlows    = 0;
            uint numWaits    = 0;
            uint curMeanFlow = 0;
            uint curMeanWait = 0;

            // TODO checking agains getCurrentFrame() is only valid if this is the current step
            if (onlyMoving && getCurrentFrame() <= startFrame + minTime + 1)               // during start phase all vehicles on "green" segments are counted as flowing
            {
                onlyMoving = false;
            }

            TrafficLightSimulationManager tlsMan  = TrafficLightSimulationManager.Instance;
            TrafficPriorityManager        prioMan = TrafficPriorityManager.Instance;

            foreach (ushort timedNodeId in timedNode.NodeGroup)
            {
                TrafficLightSimulation sim = tlsMan.GetNodeSimulation(timedNodeId);
                if (sim == null || !sim.IsTimedLight())
                {
                    continue;
                }
                TimedTrafficLights     slaveTimedNode = sim.TimedLight;
                TimedTrafficLightsStep slaveStep      = slaveTimedNode.Steps[stepRefIndex];

                //List<int> segmentIdsToDelete = new List<int>();

                // minimum time reached. check traffic!
                foreach (KeyValuePair <ushort, CustomSegmentLights> e in slaveStep.segmentLights)
                {
                    var sourceSegmentId = e.Key;
                    var segLights       = e.Value;

#if DEBUGMETRIC
                    bool debug = sourceSegmentId == 20857 && GlobalConfig.Instance.DebugSwitches[1];
#elif DEBUG
                    bool debug = GlobalConfig.Instance.DebugSwitches[7] && GlobalConfig.Instance.TTLDebugNodeId == timedNodeId;
#else
                    bool debug = false;
#endif

                    Dictionary <ushort, ArrowDirection> directions = null;
                    if (slaveStep.timedNode.Directions.ContainsKey(sourceSegmentId))
                    {
                        directions = slaveStep.timedNode.Directions[sourceSegmentId];
                    }
                    else
                    {
#if DEBUG
                        if (debug)
                        {
                            Log._Debug($"calcWaitFlow: No arrow directions defined for segment {sourceSegmentId} @ {timedNodeId}");
                        }
#endif
                        continue;
                    }

                    // one of the traffic lights at this segment is green: count minimum traffic flowing through
                    SegmentEnd sourceSegmentEnd = prioMan.GetPrioritySegment(timedNodeId, sourceSegmentId);
                    if (sourceSegmentEnd == null)
                    {
                        Log.Warning($"TimedTrafficLightsStep.calcWaitFlow: No priority segment @ seg. {sourceSegmentId} found!");
                        continue;                         // skip invalid segment
                    }

                    ExtVehicleType validVehicleTypes = VehicleRestrictionsManager.Instance.GetAllowedVehicleTypes(sourceSegmentId, timedNode.NodeId);

                    foreach (KeyValuePair <byte, ExtVehicleType> e2 in segLights.VehicleTypeByLaneIndex)
                    {
                        byte           laneIndex   = e2.Key;
                        ExtVehicleType vehicleType = e2.Value;
                        if (vehicleType != ExtVehicleType.None && (validVehicleTypes & vehicleType) == ExtVehicleType.None)
                        {
                            continue;
                        }
                        CustomSegmentLight segLight = segLights.GetCustomLight(laneIndex);
                        if (segLight == null)
                        {
                            Log.Warning($"Timed traffic light step: Failed to get custom light for vehicleType {vehicleType} @ seg. {sourceSegmentId}, node {timedNode.NodeId}!");
                            continue;
                        }

#if DEBUG
                        if (debug)
                        {
                            Log._Debug($"TimedTrafficLightsStep.calcWaitFlow: Checking lane {laneIndex} @ seg. {sourceSegmentId}. Vehicle types: {vehicleType}");
                        }
#endif

                        Dictionary <ushort, uint> carsFlowingToSegmentMetric = null;
                        Dictionary <ushort, uint> allCarsToSegmentMetric     = null;
                        bool evalFlowingVehicles = segLight.IsAnyGreen();                         // flowing vehicle need only to be evaluated if a light is green
                        if (evalFlowingVehicles && onlyMoving)
                        {
                            carsFlowingToSegmentMetric = sourceSegmentEnd.GetVehicleMetricGoingToSegment(false, laneIndex, debug);
                        }
                        allCarsToSegmentMetric = sourceSegmentEnd.GetVehicleMetricGoingToSegment(true, laneIndex, debug);

                        // calculate waiting/flowing traffic
                        foreach (KeyValuePair <ushort, uint> f in allCarsToSegmentMetric)
                        {
                            ushort targetSegmentId = f.Key;
                            uint   totalNumCars    = f.Value;

                            if (!directions.ContainsKey(targetSegmentId))
                            {
                                Log._Debug($"TimedTrafficLightsStep.calcWaitFlow: Direction undefined for target segment {targetSegmentId} @ {timedNodeId}");
                                continue;
                            }

                            if (evalFlowingVehicles)
                            {
                                uint totalNumFlowingCars = onlyMoving ? carsFlowingToSegmentMetric[f.Key] : totalNumCars;

#if DEBUG
                                if (debug)
                                {
                                    Log._Debug($"TimedTrafficLightsStep.calcWaitFlow: Total num of flowing cars on seg. {sourceSegmentId}, lane {laneIndex} going to seg. {targetSegmentId}: {totalNumFlowingCars}");
                                }
#endif

                                bool addToFlow = false;
                                switch (directions[targetSegmentId])
                                {
                                case ArrowDirection.Turn:
                                    addToFlow = TrafficPriorityManager.IsLeftHandDrive() ? segLight.IsRightGreen() : segLight.IsLeftGreen();
                                    break;

                                case ArrowDirection.Left:
                                    addToFlow = segLight.IsLeftGreen();
                                    break;

                                case ArrowDirection.Right:
                                    addToFlow = segLight.IsRightGreen();
                                    break;

                                case ArrowDirection.Forward:
                                default:
                                    addToFlow = segLight.IsMainGreen();
                                    break;
                                }

                                if (addToFlow)
                                {
                                    curMeanFlow += totalNumFlowingCars;
                                    ++numFlows;
                                }
                                else
                                {
                                    curMeanWait += totalNumCars;
                                    ++numWaits;
                                }
                            }
                            else
                            {
                                curMeanWait += totalNumCars;
                                ++numWaits;
                            }

#if DEBUG
                            if (debug)
                            {
                                Log._Debug($"TimedTrafficLightsStep.calcWaitFlow: Vehicles on lane {laneIndex} on seg. {sourceSegmentId} going to seg. {targetSegmentId} curMeanFlow={curMeanFlow}, curMeanWait={curMeanWait}, numFlows={numFlows}, numWaits={numWaits}");
                            }
#endif
                        }
                    }
                }
            }

            /*if (numFlows > 0)
             *      curMeanFlow /= numFlows;
             * if (numWaits > 0)
             *      curMeanWait /= numWaits;*/

            float fCurMeanFlow = numFlows > 0 ? (float)curMeanFlow / (float)numFlows : 0;
            float fCurMeanWait = numWaits > 0 ? (float)curMeanWait / (float)numWaits : 0;
            fCurMeanFlow /= waitFlowBalance;             // a value smaller than 1 rewards steady traffic currents

            wait = (float)fCurMeanWait;
            flow = fCurMeanFlow;

            return(true);
        }
        public void SimulationStep()
        {
            // TODO [version 1.9] this method is currently called on each node, but should be called on the master node only

            if (!IsMasterNode() || !IsStarted())
            {
#if DEBUGTTL
                Log._Debug($"TTL SimStep: *STOP* NodeId={NodeId} isMasterNode={isMasterNode()} IsStarted={IsStarted()}");
#endif
                return;
            }
            // we are the master node

            /*if (!housekeeping()) {
             #if DEBUGTTL
             *      Log.Warning($"TTL SimStep: *STOP* NodeId={NodeId} Housekeeping detected that this timed traffic light has become invalid: {NodeId}.");
             #endif
             *      Stop();
             *      return;
             * }*/

#if DEBUGTTL
            Log._Debug($"TTL SimStep: NodeId={NodeId} Setting lights (1)");
#endif
            SetLights();

            if (!Steps[CurrentStep].StepDone(true))
            {
#if DEBUGTTL
                Log._Debug($"TTL SimStep: *STOP* NodeId={NodeId} current step ({CurrentStep}) is not done.");
#endif
                return;
            }
            // step is done

#if DEBUGTTL
            Log._Debug($"TTL SimStep: NodeId={NodeId} Setting lights (2)");
#endif

#if DEBUG
            bool debug = GlobalConfig.Instance.DebugSwitches[7] && GlobalConfig.Instance.TTLDebugNodeId == NodeId;
#endif

            TrafficLightSimulationManager tlsMan = TrafficLightSimulationManager.Instance;
            if (Steps[CurrentStep].NextStepRefIndex < 0)
            {
#if DEBUG
                if (debug)
                {
                    Log._Debug($"Step {CurrentStep} is done at timed light {NodeId}. Determining next step.");
                }
#endif
                // next step has not yet identified yet. check for minTime=0 steps
                int nextStepIndex = (CurrentStep + 1) % NumSteps();
                if (Steps[nextStepIndex].minTime == 0)
                {
                    // next step has minTime=0. calculate flow/wait ratios and compare.
                    int prevStepIndex = CurrentStep;

                    float maxWaitFlowDiff = Steps[CurrentStep].minFlow - Steps[CurrentStep].maxWait;
                    if (float.IsNaN(maxWaitFlowDiff))
                    {
                        maxWaitFlowDiff = float.MinValue;
                    }
                    int bestNextStepIndex = prevStepIndex;

#if DEBUG
                    if (debug)
                    {
                        Log._Debug($"Next step {nextStepIndex} has minTime = 0 at timed light {NodeId}. Old step {CurrentStep} has waitFlowDiff={maxWaitFlowDiff} (flow={Steps[CurrentStep].minFlow}, wait={Steps[CurrentStep].maxWait}).");
                    }
#endif

                    while (nextStepIndex != prevStepIndex)
                    {
                        float wait;
                        float flow;
                        Steps[nextStepIndex].calcWaitFlow(false, nextStepIndex, out wait, out flow);

                        float flowWaitDiff = flow - wait;
                        if (flowWaitDiff > maxWaitFlowDiff)
                        {
                            maxWaitFlowDiff   = flowWaitDiff;
                            bestNextStepIndex = nextStepIndex;
                        }

#if DEBUG
                        if (debug)
                        {
                            Log._Debug($"Checking upcoming step {nextStepIndex} @ node {NodeId}: flow={flow} wait={wait} minTime={Steps[nextStepIndex].minTime}. bestWaitFlowDiff={bestNextStepIndex}, bestNextStepIndex={bestNextStepIndex}");
                        }
#endif

                        if (Steps[nextStepIndex].minTime != 0)
                        {
                            break;
                        }

                        nextStepIndex = (nextStepIndex + 1) % NumSteps();
                    }

                    if (bestNextStepIndex == CurrentStep)
                    {
#if DEBUG
                        if (debug)
                        {
                            Log._Debug($"Best next step {bestNextStepIndex} (wait/flow diff = {maxWaitFlowDiff}) equals CurrentStep @ node {NodeId}.");
                        }
#endif

                        // restart the current step
                        foreach (ushort slaveNodeId in NodeGroup)
                        {
                            TrafficLightSimulation slaveSim = tlsMan.GetNodeSimulation(slaveNodeId);
                            if (slaveSim == null || !slaveSim.IsTimedLight())
                            {
                                continue;
                            }

                            slaveSim.TimedLight.Steps[CurrentStep].Start(CurrentStep);
                            slaveSim.TimedLight.Steps[CurrentStep].UpdateLiveLights();
                        }
                        return;
                    }
                    else
                    {
#if DEBUG
                        if (debug)
                        {
                            Log._Debug($"Best next step {bestNextStepIndex} (wait/flow diff = {maxWaitFlowDiff}) does not equal CurrentStep @ node {NodeId}.");
                        }
#endif

                        // set next step reference index for assuring a correct end transition
                        foreach (ushort slaveNodeId in NodeGroup)
                        {
                            TrafficLightSimulation slaveSim = tlsMan.GetNodeSimulation(slaveNodeId);
                            if (slaveSim == null || !slaveSim.IsTimedLight())
                            {
                                continue;
                            }
                            TimedTrafficLights timedLights = slaveSim.TimedLight;
                            timedLights.Steps[CurrentStep].NextStepRefIndex = bestNextStepIndex;
                        }
                    }
                }
                else
                {
                    Steps[CurrentStep].NextStepRefIndex = nextStepIndex;
                }
            }

            SetLights();             // check if this is needed

            if (!Steps[CurrentStep].IsEndTransitionDone())
            {
#if DEBUGTTL
                Log._Debug($"TTL SimStep: *STOP* NodeId={NodeId} current step ({CurrentStep}): end transition is not done.");
#endif
                return;
            }
            // ending transition (yellow) finished

#if DEBUGTTL
            Log._Debug($"TTL SimStep: NodeId={NodeId} ending transition done. NodeGroup={string.Join(", ", NodeGroup.Select(x => x.ToString()).ToArray())}, nodeId={NodeId}, NumSteps={NumSteps()}");
#endif

            // change step
            int newStepIndex = Steps[CurrentStep].NextStepRefIndex;
            int oldStepIndex = CurrentStep;

            foreach (ushort slaveNodeId in NodeGroup)
            {
                TrafficLightSimulation slaveSim = tlsMan.GetNodeSimulation(slaveNodeId);
                if (slaveSim == null || !slaveSim.IsTimedLight())
                {
                    continue;
                }
                TimedTrafficLights timedLights = slaveSim.TimedLight;
                timedLights.CurrentStep = newStepIndex;

#if DEBUGTTL
                Log._Debug($"TTL SimStep: NodeId={slaveNodeId} setting lgihts of next step: {CurrentStep}");
#endif

                timedLights.Steps[oldStepIndex].NextStepRefIndex = -1;
                timedLights.Steps[newStepIndex].Start(oldStepIndex);
                timedLights.Steps[newStepIndex].UpdateLiveLights();
            }
        }