feat(pathfinding): multi-aware mask synthesizer + warm interior cache for house/boat cells (#2479)
## Problem Houses and boats (multis) were pathed correctly only by **delegation to the slow path**: `StepCache.TryGetMask` returns `Fallthrough_Multi` for any multi-covered cell, and `GetSuccessors` ran `CheckMovement` **8× per cell** (each re-resolving the tile stack via `GetStaticAndMultiTiles`) — a sustained per-step cost near every house/boat. There was also no automated test pinning multi pathfinding. This branch is the full multi-pathfinding effort in phases on one branch. ## Phase 1 — characterization tests (the oracle) Implementation-agnostic invariants: a cache-on≡cache-off whole-path invariant, a per-cell sweep vs `CheckMovement` over footprint+halo (incl. destination Z), hand-verified routing (around walls, demolish-reopens, foundation-redesign-honored), classic-house / foundation / boat fixtures, non-vacuity guards. These gate every later phase byte-for-byte. ## Phase 2 — live single-pass synthesizer `StepProbe.ComputeMultiMaskAt` synthesizes a covered cell's full 8-direction `StepMask` in one pass (the existing surface/step logic over `GetStaticAndMultiTiles` instead of 8× `CheckMovement`). `GetSuccessors` routes `Fallthrough_Multi` cells through it. No new cache, no `.swb` change. **~1.5×**, zero added allocations. ## Phase 3 / 3.1 — warm per-`multiID` interior cache (airtight) `MultiMaskCache` caches each fixed multi's local-frame `StepMask` for **interior** cells (cell + all 8 neighbours covered → terrain-neighbour-free → position-invariant), keyed by `multiID & 0x3FFF`, built lazily from the MCL. Interior cells become ~20 ns lookups. The cache is gated on a **per-instance footprint-clean flag** (`BaseMulti.PathInteriorCacheState`): an instance whose whole footprint terrain is below its floor (`maxTerrain < minFloor`) serves from the cache; a **dirty** instance (terrain intrudes — a contrived/GM placement) **degrades to live-synth, never a wrong mask**. This closes a cross-instance soundness gap (the cached mask depends on neighbour terrain too) found in a holistic review. The gate resets whenever the footprint's world-terrain relationship can change — **location, map, or ItemID** (a boat's heading swaps the MCL). **Boats are cached too.** Their per-`multiID` deck masks are movement-invariant (built once per heading), so a sailing boat never rebuilds them; only the cheap clean-flag rescan repeats per move (and only when pathed near). Narrow existing boats have little interior; wide galleons (`multi.mul`) would gain Castle-class. `HouseFoundation` (per-instance runtime `DesignState`) is the one type that stays on the live path. ## Verification - `UOContent.Tests` **454/454**, `Server.Tests` **708/708**, 0 failures. - The Phase-1 oracle (`MultiPathInvariantTests`, cache-on ≡ cache-off) stays **byte-identical** with the synthesizer + interior cache active. - Tests pin: footprint-cleanliness (clean vs sunk), dirty/cluttered placement degrades to live-synth while still pathing, clean placement serves, and the gate resets on move/ItemID change. ## Performance (modernuo/ModernUO-Benchmarks#8, full-fixture) Houses at **Green Acres** (flat staff region → clean footprints, the legit-placement case): | Route | Slow path | Phase 3.1 (interior cache) | Speedup | |-------|----------:|---------------------------:|--------:| | `around_a` (29 steps) | 238.3 µs | **49.1 µs** | **4.85×** | | `around_b` (29 steps) | 224.3 µs | **49.5 µs** | **4.53×** | ~130 of ~167 multi cells/route serve from the cache (~20 ns) vs 37 live-synth. Per-cell, the slow path's 8× `CheckMovement` grows with multi complexity (GuildHouse ~857 ns → Castle ~1,194 ns), the synthesizer is a flat ~780 ns, and the cache serve is ~20 ns — so big/tall multis (and wide galleons) gain most. Identical allocations throughout.
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21 changed files with 2028 additions and 56 deletions
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@ -186,16 +186,38 @@ public static class StepProbe
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return n;
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}
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public static StepMask ComputeMaskAt(Map map, int x, int y, sbyte sourceZ)
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public static StepMask ComputeMaskAt(Map map, int x, int y, sbyte sourceZ) =>
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ComputeMaskCore(map, x, y, sourceZ, includeMultis: false);
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/// <summary>
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/// Multi-aware counterpart to <see cref="ComputeMaskAt"/>: synthesizes the full 8-direction
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/// walkability mask for a cell covered by (or adjacent to) a multi, folding house/boat component
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/// tiles into the surface/step logic via GetStaticAndMultiTiles. Replaces the slow path's 8x
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/// per-cell CheckMovement for Fallthrough_Multi cells. Item/mobile collision is still handled by
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/// the caller's dynamic-obstacle pass.
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/// </summary>
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public static StepMask ComputeMultiMaskAt(Map map, int x, int y, sbyte sourceZ) =>
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ComputeMaskCore(map, x, y, sourceZ, includeMultis: true);
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/// <summary>
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/// Shared per-cell 8-direction mask builder. With includeMultis=false this reproduces the
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/// static-only bake (land + statics.mul). With includeMultis=true it also folds in multi
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/// (house/boat) component tiles via GetStaticAndMultiTiles — the multi-aware synthesizer used
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/// for Fallthrough_Multi cells. Item/mobile collision phases are still omitted (the dynamic pass
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/// owns them).
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/// </summary>
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private static StepMask ComputeMaskCore(Map map, int x, int y, sbyte sourceZ, bool includeMultis)
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{
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if (map == null || map == Map.Internal)
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{
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return default;
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}
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GetStaticStartZ(map, x, y, sourceZ, canSwim: false, cantWalk: false,
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var srcTiles = includeMultis ? map.Tiles.GetStaticAndMultiTiles(x, y) : map.Tiles.GetStaticTiles(x, y);
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GetStaticStartZ(map, x, y, sourceZ, srcTiles, canSwim: false, cantWalk: false,
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out var walkStartZ, out var walkStartTop, out _);
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GetStaticStartZ(map, x, y, sourceZ, canSwim: true, cantWalk: true,
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GetStaticStartZ(map, x, y, sourceZ, srcTiles, canSwim: true, cantWalk: true,
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out var swimStartZ, out var swimStartTop, out _);
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byte walkMask = 0;
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@ -213,14 +235,16 @@ public static class StepProbe
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var dy = y;
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CalcMoves.Offset((Direction)d, ref dx, ref dy);
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if (CheckStaticStep(map, dx, dy, walkStartZ, walkStartTop,
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var dTiles = includeMultis ? map.Tiles.GetStaticAndMultiTiles(dx, dy) : map.Tiles.GetStaticTiles(dx, dy);
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if (CheckStaticStep(map, dx, dy, dTiles, walkStartZ, walkStartTop,
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canSwim: false, cantWalk: false, out var walkZ))
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{
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walkMask |= (byte)(1 << d);
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walkZs[d] = (sbyte)walkZ;
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}
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if (CheckStaticStep(map, dx, dy, swimStartZ, swimStartTop,
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if (CheckStaticStep(map, dx, dy, dTiles, swimStartZ, swimStartTop,
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canSwim: true, cantWalk: true, out var swimZ))
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{
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wetMask |= (byte)(1 << d);
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@ -245,7 +269,7 @@ public static class StepProbe
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/// </summary>
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public static int ComputeStandingZ(Map map, int x, int y, int locZ)
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{
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GetStaticStartZ(map, x, y, locZ, canSwim: false, cantWalk: false, out _, out _, out var zCenter);
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GetStaticStartZ(map, x, y, locZ, map.Tiles.GetStaticTiles(x, y), canSwim: false, cantWalk: false, out _, out _, out var zCenter);
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return zCenter;
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}
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@ -289,7 +313,8 @@ public static class StepProbe
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/// Mirrors GetStartZ from MovementImpl, parameterized by canSwim / cantWalk.
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/// </summary>
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private static void GetStaticStartZ(
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Map map, int x, int y, int locZ, bool canSwim, bool cantWalk, out int zLow, out int zTop, out int zCenter
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Map map, int x, int y, int locZ, Map.StaticTileEnumerable tiles,
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bool canSwim, bool cantWalk, out int zLow, out int zTop, out int zCenter
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)
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{
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var landTile = map.Tiles.GetLandTile(x, y);
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@ -315,7 +340,7 @@ public static class StepProbe
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isSet = true;
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}
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foreach (var tile in map.Tiles.GetStaticTiles(x, y))
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foreach (var tile in tiles)
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{
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var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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var calcTop = tile.Z + id.CalcHeight;
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@ -353,7 +378,8 @@ public static class StepProbe
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/// Items and mobile collision phases are omitted.
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/// </summary>
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private static bool CheckStaticStep(
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Map map, int x, int y, int startZ, int startTop, bool canSwim, bool cantWalk, out int newZ
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Map map, int x, int y, Map.StaticTileEnumerable tiles, int startZ, int startTop,
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bool canSwim, bool cantWalk, out int newZ
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)
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{
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newZ = 0;
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@ -380,7 +406,7 @@ public static class StepProbe
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int testTop;
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foreach (var tile in map.Tiles.GetStaticTiles(x, y))
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foreach (var tile in tiles)
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{
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var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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var notWater = !itemData.Wet;
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