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source: trunk/sources/HeuristicLab.CEDMA.Server/AgentScheduler.cs @ 388

Last change on this file since 388 was 388, checked in by gkronber, 16 years ago

fixed a bug in the AgentScheduler that caused each agent to stop after 100 steps

File size: 3.1 KB
Line 
1#region License Information
2/* HeuristicLab
3 * Copyright (C) 2002-2008 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
4 *
5 * This file is part of HeuristicLab.
6 *
7 * HeuristicLab is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * HeuristicLab is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
19 */
20#endregion
21
22using System;
23using System.Collections.Generic;
24using System.Linq;
25using System.Text;
26using HeuristicLab.CEDMA.DB;
27using HeuristicLab.CEDMA.DB.Interfaces;
28using HeuristicLab.Core;
29using System.Threading;
30using HeuristicLab.CEDMA.Core;
31
32namespace HeuristicLab.CEDMA.Server {
33  public class AgentScheduler {
34    private Database database;
35    private List<IEngine> engines;
36    private Dictionary<IEngine, AgentEntry> agent;
37
38    public AgentScheduler(Database database) {
39      this.database = database;
40      engines = new List<IEngine>();
41      agent = new Dictionary<IEngine, AgentEntry>();
42    }
43
44    public void Run() {
45      while(true) {
46        ClearFinishedEngines();
47        CreateNewEngines();
48        if(engines.Count == 0) Thread.Sleep(10000);
49        else StepAllEngines();
50      }
51    }
52    private void ClearFinishedEngines() {
53      List<IEngine> finishedEngines = new List<IEngine>();
54      foreach(IEngine e in engines) {
55        if(e.Terminated) {
56          finishedEngines.Add(e);
57        }
58      }
59      foreach(IEngine e in finishedEngines) {
60        engines.Remove(e);
61        AgentEntry entry = agent[e];
62        entry.Status = ProcessStatus.Finished;
63        database.UpdateAgent(entry.Id, entry.Status);
64      }
65    }
66    private void CreateNewEngines() {
67      ICollection<AgentEntry> agents = database.GetAgents(ProcessStatus.Waiting);
68      foreach(AgentEntry a in agents) {
69        SequentialEngine.SequentialEngine engine = new HeuristicLab.SequentialEngine.SequentialEngine();
70        Agent newAgent = (Agent)DbPersistenceManager.Restore(a.RawData);
71        engine.OperatorGraph.Clear();
72        foreach(IOperator op in newAgent.OperatorGraph.Operators) engine.OperatorGraph.AddOperator(op);
73        engine.OperatorGraph.InitialOperator = newAgent.OperatorGraph.InitialOperator;
74        engine.Reset();
75
76        agent[engine] = a;
77        engines.Add(engine);
78        a.Status = ProcessStatus.Active;
79        database.UpdateAgent(a.Id, a.Status);
80      }
81    }
82    private void StepAllEngines() {
83      for(int steps = 0; steps < 100; steps++) {
84        foreach(IEngine engine in engines) {
85          engine.ExecuteStep();
86        }
87        Thread.Sleep(100); // prevent overload
88      }
89    }
90  }
91}
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