[372] | 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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[377] | 30 | using HeuristicLab.CEDMA.Core;
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[372] | 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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[380] | 48 | if(engines.Count == 0) Thread.Sleep(10000);
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| 49 | else StepAllEngines();
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[372] | 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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[375] | 62 | entry.Status = ProcessStatus.Finished;
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| 63 | database.UpdateAgent(entry.Id, entry.Status);
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[372] | 64 | }
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| 65 | }
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| 66 | private void CreateNewEngines() {
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[375] | 67 | ICollection<AgentEntry> agents = database.GetAgents(ProcessStatus.Waiting);
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[372] | 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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[375] | 78 | a.Status = ProcessStatus.Active;
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| 79 | database.UpdateAgent(a.Id, a.Status);
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[372] | 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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[375] | 87 | Thread.Sleep(100); // prevent overload
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[372] | 88 | }
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| 89 | }
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| 90 | }
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| 91 | }
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