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Load balancing with topoChanger LayerAdditionRemoval Piston movement solver

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Old   December 22, 2017, 06:00
Default Load balancing with topoChanger LayerAdditionRemoval Piston movement solver
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Bloerb will become famous soon enough
A while ago I wrote a mesh motion solver with layer addition and removal. It moves a patch based on a specified velocity and deletes or adds cells based on the direction of the movement velocity. It does hence only change the mesh near the moving wall. Applicable to e.g a piston in an engine or a bicycle pump. This is e.g helpful for interFoam simulations where a simple compression of cells would lead to high aspect ratios for large deformations.

A test case and the solver can be found here (for older OpenFOAM versions replace Function1 with DataEntry):
https://github.com/bloerb/linearMotionLayersFvMesh

I have recently looked at this again and hence uploaded it. Since it deletes or adds cells the solver will eventually run into problems on parallel runs. If all cells on a processor are deleted it will naturally crash. With proper decomposition it will run fine in parallel though. This does however often demand a manual decomposition. My aim is hence to do load balancing. This is done with fvMeshDistribute and mapDistributePolyMesh as far as I can tell.
I basically just want to redistribute it each time the processor my patch is on will run out of cells. The redistribution would suffice if it would simply call redistributePar on runTime. Maybe someone has looked into this before and give me some pointers. A draft can be found in the balance part of linearMotionLayersFvMesh.C. I have this nagging felling that I am missing something that can essentially be done in a few lines of codes.

Best regards
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