1 | #region License Information
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2 | /* HeuristicLab
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3 | * Copyright (C) 2002-2008 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
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4 | *
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5 | * This file is part of HeuristicLab.
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6 | *
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7 | * HeuristicLab is free software: you can redistribute it and/or modify
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8 | * it under the terms of the GNU General Public License as published by
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9 | * the Free Software Foundation, either version 3 of the License, or
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10 | * (at your option) any later version.
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11 | *
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12 | * HeuristicLab is distributed in the hope that it will be useful,
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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15 | * GNU General Public License for more details.
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16 | *
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17 | * You should have received a copy of the GNU General Public License
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18 | * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
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19 | */
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20 | #endregion
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21 |
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22 | using System;
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23 | using System.Collections.Generic;
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24 | using System.Linq;
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25 | using System.Text;
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26 | using HeuristicLab.CEDMA.DB;
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27 | using HeuristicLab.CEDMA.DB.Interfaces;
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28 | using HeuristicLab.Core;
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29 | using System.Threading;
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30 | using HeuristicLab.CEDMA.Core;
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31 |
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32 | namespace HeuristicLab.CEDMA.Server {
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33 | public class AgentScheduler {
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34 | private Database database;
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35 | private List<IEngine> engines;
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36 | private Dictionary<IEngine, AgentEntry> agent;
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37 |
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38 | public AgentScheduler(Database database) {
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39 | this.database = database;
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40 | engines = new List<IEngine>();
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41 | agent = new Dictionary<IEngine, AgentEntry>();
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42 | }
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43 |
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44 | public void Run() {
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45 | while(true) {
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46 | ClearFinishedEngines();
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47 | CreateNewEngines();
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48 | if(engines.Count == 0) Thread.Sleep(10000);
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49 | else StepAllEngines();
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50 | }
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51 | }
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52 | private void ClearFinishedEngines() {
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53 | List<IEngine> finishedEngines = new List<IEngine>();
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54 | foreach(IEngine e in engines) {
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55 | if(!e.Running) {
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56 | finishedEngines.Add(e);
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57 | }
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58 | }
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59 | foreach(IEngine e in finishedEngines) {
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60 | engines.Remove(e);
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61 | AgentEntry entry = agent[e];
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62 | entry.Status = ProcessStatus.Finished;
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63 | database.UpdateAgent(entry.Id, entry.Status);
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64 | }
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65 | }
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66 | private void CreateNewEngines() {
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67 | ICollection<AgentEntry> agents = database.GetAgents(ProcessStatus.Waiting);
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68 | foreach(AgentEntry a in agents) {
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69 | SequentialEngine.SequentialEngine engine = new HeuristicLab.SequentialEngine.SequentialEngine();
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70 | Agent newAgent = (Agent)DbPersistenceManager.Restore(a.RawData);
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71 | engine.OperatorGraph.Clear();
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72 | foreach(IOperator op in newAgent.OperatorGraph.Operators) engine.OperatorGraph.AddOperator(op);
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73 | engine.OperatorGraph.InitialOperator = newAgent.OperatorGraph.InitialOperator;
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74 | engine.Reset();
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75 |
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76 | agent[engine] = a;
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77 | engines.Add(engine);
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78 | a.Status = ProcessStatus.Active;
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79 | database.UpdateAgent(a.Id, a.Status);
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80 | }
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81 | }
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82 | private void StepAllEngines() {
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83 | for(int steps = 0; steps < 100; steps++) {
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84 | foreach(IEngine engine in engines) {
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85 | engine.ExecuteStep();
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86 | }
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87 | Thread.Sleep(100); // prevent overload
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88 | }
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89 | }
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90 | }
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91 | }
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