diff --git a/Projects/UOContent/Engines/Pathing/BitmapAStarAlgorithm.cs b/Projects/UOContent/Engines/Pathing/BitmapAStarAlgorithm.cs index 9008c18bd..2c830db20 100644 --- a/Projects/UOContent/Engines/Pathing/BitmapAStarAlgorithm.cs +++ b/Projects/UOContent/Engines/Pathing/BitmapAStarAlgorithm.cs @@ -26,12 +26,11 @@ using MoveImpl = Server.Movement.MovementImpl; namespace Server.PathAlgorithms; /// -/// A* pathfinder with a single bitmap-cache lookup per cell expansion. Default walkers -/// take one call returning the 8-direction -/// mask + per-direction Z. Non-default walkers (non-GM players, creatures with swim/fly/ -/// door/clip capabilities) and per-cell cache fallthroughs route through -/// , which runs the per-direction -/// loop for that one cell. +/// A* pathfinder that expands a cell with a single lookup, +/// which returns all 8 directions' walkability and destination Zs at once. Where the cache can't +/// answer — a fallthrough on that cell, or a flying creature the static cache can't model — +/// runs the per-direction +/// loop for that one cell instead, so a partial cache miss costs only the cells it affects. /// public class BitmapAStarAlgorithm : PathAlgorithm { @@ -50,61 +49,50 @@ public class BitmapAStarAlgorithm : PathAlgorithm private const int PlaneOffset = 128; private const int PlaneCount = 13; private const int PlaneHeight = 20; - // Default shared singleton (MaxSearchNodes = 1000, set from config in Configure). Typed - // as the concrete class so Configure can set its instance config; assignable anywhere a - // PathAlgorithm is expected. Specialized variants are just additional instances. + // The shared default. A differently-configured variant is just another instance. public static readonly BitmapAStarAlgorithm Instance = new(); - // Scratch buffers — reused across every Find on THIS instance. Per-instance (not static) - // so independently-configured algorithms don't share state. ~320 KB per instance; create - // specialized instances once (static readonly), never per-call. Safe to reuse per Find - // because the game loop is single-threaded and Find is never re-entered. + // Scratch reused across every Find on this instance — roughly 320 KB of it, so create + // instances once and hold them, never per call. Per-instance rather than static so two + // differently-configured algorithms don't share state. Reuse is safe because the game loop is + // single-threaded and Find never re-enters. private readonly Direction[] _path = new Direction[AreaSize * AreaSize]; private readonly PathNode[] _nodes = new PathNode[NodeCount]; private readonly byte[] _nodeStates = new byte[NodeCount]; private readonly int[] _successors = new int[8]; private readonly PriorityQueue _openQueue = new(); - // A* node-expansion budget: the search bails (returning null) after this many node - // expansions. Benchmarked as near-optimal: above the ~500 needed to solve walled-off - // indoor routes, below the ~1500 window-exhaustion cost ceiling where a failed - // (unreachable) search's worst-case cost spikes for no solving benefit. Successful - // searches terminate on goal-found, so this never touches the common open-terrain case. - // Per-instance so specialized algorithms (e.g. a wider-budget variant for special NPCs) - // can coexist; the shared default lives on Instance and is set from config in Configure. + // Expansion budget: the search gives up and returns null past this many nodes. It bounds the + // cost of an unreachable goal, which would otherwise exhaust the whole search window. A + // successful search stops when it finds the goal, so the budget only binds on hard or hopeless + // routes — it needs to stay high enough to solve walled-off indoor ones. public int MaxSearchNodes { get; set; } = 1000; private int _xOffset; private int _yOffset; - // When set, GetSuccessors delegates to the per-cell slow path on every expansion - // (creature has CanFly — Z-jumping is beyond the cache's static-only scope). + // Every expansion goes to the slow path: the creature can fly, and arbitrary Z-jumping is + // outside what a static cache can model. private bool _currentMobileNeedsSlowPath; - // When set, diagonal corner-cut uses the strict AND-rule (BOTH cardinal partners - // must be walkable) instead of the lenient creature OR-rule. Cache still applies — - // partner bits live in the same source-cell mask byte. Non-GM players only. + // Diagonal corner-cut uses the strict rule — both cardinal partners walkable, not just one. + // Non-GM players only. The cache still applies; the partner bits are in the same mask byte. private bool _currentMobilePlayerStrict; - // Capability overlay applied to cache results. Layered each cell: + // Capability overlay on the cache's two rule sets, applied per cell as // effective = (walkMask & !cantWalk) | (wetMask & canSwim) - // Reset at end of Find. private bool _currentMobileCanSwim; private bool _currentMobileCantWalk; - // Dynamic-obstacle pass capability flags (per-mobile, captured in Find). - // Mirrors MovementImpl.Check's per-mobile derivations so per-cell items/mobiles - // checks can be evaluated without re-deriving. + // Per-mobile flags for the dynamic-obstacle pass, derived once in Find rather than per cell. private bool _currentMobileIgnoreDoors; private bool _currentMobileIgnoreSpellFields; private bool _currentMobileIgnoreMovableImpassables; public static void Configure() { - // A* node-expansion budget. Default 1000 is benchmarked near-optimal (see - // MaxSearchNodes). Applied to the shared singleton; specialized instances pass their - // own value. Written back to server.cfg on first boot. Auto-invoked at startup via - // AssemblyHandler.Invoke("Configure"). + // Shard-tunable expansion budget for the shared instance; see MaxSearchNodes. Written back + // to server.cfg on first boot so it's discoverable. Instance.MaxSearchNodes = ServerConfiguration.GetOrUpdateSetting( "pathfinding.maxSearchNodes", 1000 @@ -136,10 +124,8 @@ public class BitmapAStarAlgorithm : PathAlgorithm return null; } - // Mark a new Find generation so the StepCache promotion gate counts THIS pathfind - // as one touch per chunk regardless of how many times the expansion frontier - // probes a given chunk. Without this, A* hits each visited chunk dozens of times - // and trips the threshold immediately. + // The frontier probes a given chunk dozens of times over one search; opening a generation + // is what makes the cache's promotion gate count all of that as a single touch. StepCache.Instance.BeginFindGeneration(); PathfindRecorder.RecordIfEnabled(m, map, start, goal); @@ -161,7 +147,7 @@ public class BitmapAStarAlgorithm : PathAlgorithm _currentMobileIgnoreMovableImpassables = false; } - // Mirrors MovementImpl: dead/spectral mobiles also ignore doors. + // Dead and spectral mobiles pass through doors too. Mirrors MovementImpl. _currentMobileIgnoreDoors |= !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet; _currentMobileIgnoreSpellFields = m is PlayerMobile && map != Map.Felucca; @@ -209,7 +195,8 @@ public class BitmapAStarAlgorithm : PathAlgorithm _nodeStates[bestNode] = 2; - // Set MovementImpl globals so per-cell slow-path fallthroughs see the right state. + // MovementImpl reads these statics, so a slow-path fallthrough on any cell below needs + // them set for this mobile. if (bc != null) { MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors; @@ -326,11 +313,10 @@ public class BitmapAStarAlgorithm : PathAlgorithm } /// - /// One call returns the 8-direction - /// walkable mask + destination Zs. Diagonal corner-cut applies the lenient creature - /// OR-rule using partner bits in the same mask byte — no neighbor-chunk lookup needed. - /// On cache fallthrough or for non-default walkers, defers to - /// for THIS cell only. + /// Expands one cell into its walkable neighbours. A single cache lookup covers all 8 + /// directions, including the partner bits the diagonal corner-cut needs, so no neighbouring + /// cell has to be consulted. Falls back to for this cell + /// alone when the cache can't answer. /// private int GetSuccessors(int p, Mobile m, Map map) { @@ -353,16 +339,12 @@ public class BitmapAStarAlgorithm : PathAlgorithm if (!lookup.IsHit) { - // Multi-covered cells: synthesize a multi-aware mask in ONE pass (over land + statics + - // house/boat component tiles) instead of the slow path's 8x per-cell CheckMovement. - // Fliers and cache-off already returned at the top of GetSuccessors, so this only runs - // for cacheable walkers/swimmers. The synthesized mask flows through the SAME - // capability-overlay + diagonal corner-cut + dynamic-obstacle loop below as a static hit. + // A multi-covered cell still gets a whole-cell mask, synthesized over the house or boat + // components rather than looked up. That keeps it out of the slow path's 8 separate + // CheckMovement calls, and the result flows through the same overlay, corner-cut and + // dynamic-obstacle logic below as a cache hit would. if (lookup.HitKind == CacheHitKind.Fallthrough_Multi) { - // Multi-covered cell: the per-multiID interior cache serves a ~20 ns lookup for - // interior cells (and records the right counter); it falls back internally to the - // Phase-2 live synthesizer for perimeter / terrain-dirty / foundation cells. lookup = MultiMaskCache.Instance.GetMask(map, p3D.X, p3D.Y, (sbyte)p3D.Z); } else @@ -371,8 +353,8 @@ public class BitmapAStarAlgorithm : PathAlgorithm } } - // Capability overlay: walking allowed unless cantWalk; swimming allowed if canSwim. - // Partner bits used for diagonal corner-cut also use the effective mask. + // Overlay the mobile's capabilities onto the cache's two rule sets. The corner-cut below + // reads its partner bits from this effective mask, not the raw one. var walkBits = _currentMobileCantWalk ? (byte)0 : lookup.WalkMask; var swimBits = _currentMobileCanSwim ? lookup.WetMask : (byte)0; var mask = (byte)(walkBits | swimBits); @@ -393,9 +375,8 @@ public class BitmapAStarAlgorithm : PathAlgorithm continue; } - // Diagonal corner-cut. Creatures (default): OR-rule — at least one cardinal - // partner walkable. Non-GM players: AND-rule — BOTH partners must be walkable. - // Partner bits live in the same source-cell mask byte either way. + // Diagonal corner-cut: a creature needs at least one of the two flanking cardinals to + // be walkable, a non-GM player needs both. if ((i & 1) == 1) { var leftBit = 1 << ((i - 1) & 0x7); @@ -408,9 +389,9 @@ public class BitmapAStarAlgorithm : PathAlgorithm } } - // Walking takes precedence over swimming when both apply (matches MovementImpl's - // surface-selection: closest-to-startZ wins, and walk surface is always closer - // when the creature is currently standing on land). + // Walking wins over swimming where both are possible. MovementImpl picks the surface + // closest to the start Z, and for a creature standing on land that is always the walk + // surface. var useWalkZ = (walkBits & (1 << i)) != 0; var z = useWalkZ ? i switch @@ -441,8 +422,8 @@ public class BitmapAStarAlgorithm : PathAlgorithm var absX = x + _xOffset; var absY = y + _yOffset; - // Dynamic-obstacle pass: items + mobiles at the target cell. Cache only - // covers static walkability; dynamic state has to be checked at query time. + // The cache only knows static terrain, so items and mobiles at the target cell have to + // be checked live. if (IsBlockedByDynamic(m, map, absX, absY, z)) { continue; @@ -464,11 +445,9 @@ public class BitmapAStarAlgorithm : PathAlgorithm private const int MobileHeight = 15; /// - /// Mirrors MovementImpl's dynamic-item / mobile collision phase for a target cell. - /// Items: ImpassableSurface that overlap (z, z+PersonHeight), respecting capability - /// overrides (CanOpenDoors → ignore door items; CanMoveOverObstacles → ignore movables; - /// non-Felucca players → ignore spell fields). Mobiles: any other mobile whose Z range - /// overlaps and which we can't move over. + /// MovementImpl's item and mobile collision phase for one target cell: impassable items + /// overlapping the mobile's vertical envelope block it, subject to the capability overrides, + /// as does any other mobile it can't move over. /// private bool IsBlockedByDynamic(Mobile m, Map map, int x, int y, int z) { @@ -509,9 +488,9 @@ public class BitmapAStarAlgorithm : PathAlgorithm } } - // A* must be able to plan a path to the goal cell even when the target mobile is - // standing on it (the follower stops within range short of it). Skip the mob-block - // check at the goal cell ONLY; everywhere else dynamic mobiles still block. + // The goal cell is usually occupied by whatever the mobile is chasing, so blocking on it + // would fail every pursuit. The follower stops short of the goal anyway. Every other cell + // still blocks on mobiles. var skipMobCheck = x == MoveImpl.Goal.X && y == MoveImpl.Goal.Y; if (!skipMobCheck) @@ -534,18 +513,16 @@ public class BitmapAStarAlgorithm : PathAlgorithm } /// - /// Mirrors MovementImpl.CanMoveOver — true when m can step onto t's cell (dead bodies, - /// hidden staff, etc.). + /// True when m can step onto t's cell — a corpse, hidden staff, and so on. Mirrors + /// MovementImpl.CanMoveOver. /// private static bool CanMoveOver(Mobile m, Mobile t) => !t.Alive || !m.Alive || t.IsDeadBondedPet || m.IsDeadBondedPet || t.Hidden && t.AccessLevel > AccessLevel.Player; /// - /// Per-direction loop for a single source cell. - /// Runs on cache fallthrough or when is set. - /// CheckMovement validates land/statics/items via MovementImpl; dynamic mobile blocking - /// is layered on top because MovementImpl doesn't iterate same-cell mobiles. + /// Expands one cell the long way, with a CheckMovement call per direction. The same-cell + /// mobile check is layered on top because MovementImpl doesn't iterate those. /// private int GetSuccessorsSlowPath(Mobile m, Map map, int px, int py, Point3D p3D, int[] vals) { @@ -586,11 +563,10 @@ public class BitmapAStarAlgorithm : PathAlgorithm } /// - /// True for creatures whose movement rules the static cache can't model. Currently - /// only CanFly — flying creatures Z-jump arbitrarily and the cache's source-Z guard - /// would over-fire. CanSwim / CantWalk are handled via the capability overlay (walkMask - /// + wetMask). CanOpenDoors / CanMoveOverObstacles only affect dynamic items and don't - /// disqualify the cache. + /// True for creatures the static cache can't model at all. Only flying ones qualify: they + /// Z-jump freely, so the cache's source-Z guard would reject nearly every cell anyway. Swim + /// and cant-walk are handled by the capability overlay, and the door / obstacle capabilities + /// only affect dynamic items, so none of those disqualify the cache. /// private static bool RequiresSlowPath(Mobile m) => m is BaseCreature bc && bc.CanFly; } diff --git a/Projects/UOContent/Engines/Pathing/Cache/CacheEvictionTimer.cs b/Projects/UOContent/Engines/Pathing/Cache/CacheEvictionTimer.cs index 031d3ed21..e1cdd2261 100644 --- a/Projects/UOContent/Engines/Pathing/Cache/CacheEvictionTimer.cs +++ b/Projects/UOContent/Engines/Pathing/Cache/CacheEvictionTimer.cs @@ -3,9 +3,8 @@ using System; namespace Server.Engines.Pathing.Cache; /// -/// Periodic backstop that enforces the StaticWalkabilityCache resident-chunk cap. -/// Steady-state cost is a single early-return; only fires real work when the cache -/// has overflowed MaxResidentChunks. Runs on the game thread; no locking required. +/// Periodic backstop that enforces 's resident-chunk cap. Costs a +/// single early-return unless the cache has overflowed MaxResidentChunks. /// public class CacheEvictionTimer : Timer { diff --git a/Projects/UOContent/Engines/Pathing/Cache/CacheHitKind.cs b/Projects/UOContent/Engines/Pathing/Cache/CacheHitKind.cs index ad4d8b3e7..f851559b1 100644 --- a/Projects/UOContent/Engines/Pathing/Cache/CacheHitKind.cs +++ b/Projects/UOContent/Engines/Pathing/Cache/CacheHitKind.cs @@ -1,18 +1,18 @@ namespace Server.Engines.Pathing.Cache; /// -/// Outcome categories for StepCache.TryGetMask. Used for telemetry and to drive -/// the slow-path fallthrough decision in callers. Ordering is load-bearing: -/// values 0-2 are hits, values 3+ are fallthroughs (see StepMask.IsHit). +/// Outcome of . Drives both telemetry and the caller's +/// decision to fall back to the slow path. Ordering is load-bearing: 0-2 are usable answers, +/// 3+ are fallthroughs, and tests that boundary. /// public enum CacheHitKind : byte { - Hit = 0, // clean default-walker answer from the resident chunk + Hit = 0, // served from the resident chunk Miss_NotBuilt = 1, // chunk wasn't resident; built and returned - Miss_DirtyRebuild = 2, // version mismatch; rebuilt and returned - Fallthrough_MultiZ = 3, // cell has multiple walkable surfaces; caller must use slow path + Miss_DirtyRebuild = 2, // chunk was stale; rebuilt and returned + Fallthrough_MultiZ = 3, // stacked walkable surfaces, none matching the query Z Fallthrough_OffMap = 4, // out of bounds - Fallthrough_SourceZMismatch = 5, // |loc.Z - BakedSourceZ| > StepHeight; cache answer would diverge - Fallthrough_NotBuilt = 6, // first-touch miss without lazy file hit; build deferred until second touch - Fallthrough_Multi = 7, // a multi (house/boat) covers this cell or its halo; use the live path + Fallthrough_SourceZMismatch = 5, // |query Z - baked SourceZ| > StepHeight; a cached answer would diverge + Fallthrough_NotBuilt = 6, // first touch of an unbuilt chunk; the promotion gate defers the build + Fallthrough_Multi = 7, // a multi (house/boat) covers this cell or its halo } diff --git a/Projects/UOContent/Engines/Pathing/Cache/CacheStats.cs b/Projects/UOContent/Engines/Pathing/Cache/CacheStats.cs index 72c225423..419481e87 100644 --- a/Projects/UOContent/Engines/Pathing/Cache/CacheStats.cs +++ b/Projects/UOContent/Engines/Pathing/Cache/CacheStats.cs @@ -1,8 +1,9 @@ namespace Server.Engines.Pathing.Cache; /// -/// Snapshot of StaticWalkabilityCache counters. Returned by GetStats() and consumed -/// by the [PathCacheStats admin command. All counters are monotonic except ResidentChunks. +/// Snapshot of 's counters, as returned by GetStats() and reported by +/// the [PathCacheStats command. Every counter is monotonic except ResidentChunks, and all of +/// them reset on Clear() — they count since the last clear, not since startup. /// public readonly struct CacheStats( int residentChunks, diff --git a/Projects/UOContent/Engines/Pathing/Cache/MultiMaskCache.cs b/Projects/UOContent/Engines/Pathing/Cache/MultiMaskCache.cs index efb047d23..9cfd32f8c 100644 --- a/Projects/UOContent/Engines/Pathing/Cache/MultiMaskCache.cs +++ b/Projects/UOContent/Engines/Pathing/Cache/MultiMaskCache.cs @@ -6,13 +6,19 @@ using Server.Multis; namespace Server.Engines.Pathing.Cache; /// -/// Warm, in-memory cache of per-multiID local-frame walkability masks for INTERIOR multi cells -/// (cell + all 8 neighbours covered by the multi → terrain-neighbour-free → position-invariant). -/// Wraps the Phase-2 synthesizer (StepProbe.ComputeMultiMaskAt). Cleanliness is decided ONCE per -/// instance (BaseMulti.PathInteriorCacheState, via ComputeFootprintClean): a clean instance — whole -/// footprint terrain below the floor — serves interior cells from the shared per-multiID cache; -/// dirty instances, boats (movers), and HouseFoundation (runtime-mutable) fall back to live-synth. -/// Keyed by multiID & 0x3FFF. +/// Caches walkability masks for the interior cells of a multi, shared across every instance of the +/// same multiID. +/// +/// An interior cell — one whose 8 neighbours are all covered by the multi — has no terrain +/// neighbour, so its mask depends only on the multi's own component tiles and is identical at every +/// position the design is placed. That makes it cacheable in the multi's local frame and reusable +/// across instances; perimeter cells are not, and fall back to . +/// +/// The catch is terrain intruding into the multi's floor envelope, which would make a cell's mask +/// position-dependent after all. rules that out per instance, +/// once: if the whole footprint's terrain sits below the lowest floor, no interior cell can see it. +/// A dirty instance, or a (whose design mutates at runtime), always +/// synthesizes live rather than risk serving a wrong mask. /// public sealed class MultiMaskCache { @@ -25,26 +31,20 @@ public sealed class MultiMaskCache public void Clear() => _byMultiId.Clear(); /// - /// Returns the multi-aware StepMask for a covered cell (x,y,sourceZ). Serves a cached interior - /// mask when available and the guards pass (counted as a MultiMaskCacheHit); otherwise falls - /// back to the Phase-2 live synthesizer ComputeMultiMaskAt (counted as a MultiLocalHit), caching - /// the result if the cell is interior and clean. Always returns a usable mask (HitKind == Hit). + /// The multi-aware mask for a covered cell, always usable (HitKind is always Hit). Served from + /// the shared cache when the cell is a clean interior one, synthesized live otherwise. /// public StepMask GetMask(Map map, int x, int y, sbyte sourceZ) { if (!TryResolveCoveringMulti(map, x, y, out var multi, out var lx, out var ly) - || multi is HouseFoundation) // runtime-mutable per-instance DesignState MCL + || multi is HouseFoundation) // its DesignState MCL changes at runtime { return LiveSynth(map, x, y, sourceZ); } - // Boats are cached too: their per-multiID deck masks are movement-invariant (built once per - // heading), and the per-instance clean gate below + the ItemID/location/map resets keep a - // moving/turning boat correct. Narrow boats have little interior; wide galleons gain a lot. + // Boats are cached despite moving: a deck mask is built in the local frame and is invariant + // under translation, and the clean gate plus the ItemID/location/map resets cover turning. - // Per-instance footprint cleanliness (computed once, stored on the multi; reset on move). - // Clean ⇒ no terrain intrusion anywhere in the footprint ⇒ interior cells are exact from the - // shared per-multiID cache. Dirty ⇒ degrade to the live synthesizer (never serve a wrong mask). if (multi.PathInteriorCacheState == MultiInteriorCacheState.Unknown) { multi.PathInteriorCacheState = @@ -62,7 +62,7 @@ public sealed class MultiMaskCache if (state == MultiLocalMask.CellState.Cached) { - // Footprint is clean, so only the source-Z match matters (terrain can't intrude). + // A clean footprint rules terrain out, so the source-Z match is the only guard left. var worldFloorZ = local.FloorZAt(lx, ly) + multi.Z; if (Math.Abs(sourceZ - worldFloorZ) <= StepHeight) { @@ -78,8 +78,7 @@ public sealed class MultiMaskCache return LiveSynth(map, x, y, sourceZ); } - // Unknown → classify + (if interior) build & cache. No per-cell terrain guard needed: the - // instance is clean, so every interior cell's 3x3 terrain is below the floor. + // First touch of this cell: synthesize, then classify and cache if it's interior. var mask = LiveSynth(map, x, y, sourceZ); if (IsInteriorLocalCell(mcl, lx, ly) && TryToLocalZ(mask, multi.Z, out var localMask) @@ -113,8 +112,7 @@ public sealed class MultiMaskCache } /// - /// Finds the multi covering (x,y) and the local cell indices into its MCL. Mirrors - /// Map.StaticTileEnumerator / BaseMulti.Contains. Returns false if no multi covers the cell. + /// Finds the multi covering (x,y) and the cell's indices into its MCL, or false if none does. /// public static bool TryResolveCoveringMulti(Map map, int x, int y, out BaseMulti multi, out int lx, out int ly) { @@ -138,9 +136,9 @@ public sealed class MultiMaskCache } /// - /// True iff local cell (lx,ly) and all 8 neighbours are covered by the multi (have MCL tiles). - /// Such a cell's 8-direction transition is fully determined by the multi (no terrain neighbour), - /// so its mask is position-invariant. A pure function of the MCL. + /// True when (lx,ly) and all 8 of its neighbours carry MCL tiles. Such a cell has no terrain + /// neighbour, so the multi alone determines its transitions and its mask is position-invariant. + /// A pure function of the MCL. /// public static bool IsInteriorLocalCell(MultiComponentList mcl, int lx, int ly) { @@ -161,9 +159,9 @@ public sealed class MultiMaskCache } /// - /// Converts a world-frame mask's per-direction Zs to local Z (subtract multiZ). Returns false - /// if any local Z doesn't fit sbyte (caller must then NOT cache the cell — rare; only when - /// |multiZ| is large enough to push a world Z out of range). Mask (walk/wet) bits are copied. + /// Rebases a world-frame mask's per-direction Zs into the multi's local frame. Returns false + /// when a local Z overflows sbyte — only reachable at extreme |multiZ| — and the caller must + /// then leave the cell uncached. /// public static bool TryToLocalZ(StepMask world, int multiZ, out StepMask local) { @@ -191,9 +189,8 @@ public sealed class MultiMaskCache } /// - /// True iff all terrain (land + statics) at (x,y) sits strictly below , - /// so a creature standing on the multi floor never sees terrain in its envelope and the cached - /// (terrain-free) mask is exact. Cheap: one land-top read + the cell's static-tile array scan. + /// True when all terrain (land + statics) at (x,y) sits strictly below , + /// so a creature standing on the multi's floor never sees terrain in its envelope. /// public static bool TerrainTopBelow(Map map, int x, int y, sbyte floorZ) { @@ -216,7 +213,7 @@ public sealed class MultiMaskCache return true; } - /// Highest terrain (land + statics) top at (x,y). Building block for the cleanliness check. + /// Highest terrain (land + statics) top at (x,y). public static int TerrainTop(Map map, int x, int y) { map.GetAverageZ(x, y, out _, out _, out var top); @@ -234,10 +231,10 @@ public sealed class MultiMaskCache } /// - /// True iff the multi's WHOLE footprint terrain sits below its lowest standable floor — i.e. - /// maxTerrain < minFloor over all covered cells. When true, no covered cell's terrain (nor any - /// neighbour's) can intrude into a creature's floor envelope, so interior cells of this design are - /// safe to serve from the shared per-multiID cache for THIS instance. One-time per instance. + /// True when the multi's entire footprint terrain sits below its lowest standable floor. No + /// covered cell's terrain — nor any neighbour's — can then intrude into a creature's floor + /// envelope, which is what makes this instance's interior cells safe to serve from the shared + /// per-multiID cache. Evaluated once per instance and cached on the multi. /// public static bool ComputeFootprintClean(Map map, BaseMulti multi) { @@ -252,7 +249,7 @@ public sealed class MultiMaskCache var col = mcl.Tiles[lx][ly]; if (col.Length == 0) { - continue; // uncovered local cell + continue; } foreach (var tile in col) @@ -278,7 +275,7 @@ public sealed class MultiMaskCache if (minFloorLocal == int.MaxValue) { - return false; // no standable floor anywhere → don't cache (defensive) + return false; // no standable floor anywhere; refuse to cache rather than guess } return maxTerrain < minFloorLocal + multi.Z; @@ -304,8 +301,9 @@ public sealed class MultiMaskCache } /// -/// Per-multiID lazily-filled grid of interior-cell masks. Cell state: Unknown (not yet classified), -/// Cached (interior + clean → mask valid), NonInterior (perimeter/edge/terrain-dirty → live-synth). +/// One multiID's grid of interior-cell masks, filled in as cells are first touched. A cell is +/// Unknown until classified, then either Cached (interior — the mask is valid) or NonInterior +/// (perimeter — synthesize live). /// internal sealed class MultiLocalMask { @@ -314,8 +312,8 @@ internal sealed class MultiLocalMask private readonly int _width; private readonly int _height; private readonly CellState[] _state; - private readonly StepMask[] _mask; // local-Z mask, valid when state == Cached - private readonly sbyte[] _floorZ; // local floor Z, valid when state == Cached + private readonly StepMask[] _mask; // local-frame mask, valid only when state == Cached + private readonly sbyte[] _floorZ; // local floor Z, valid only when state == Cached public MultiLocalMask(int width, int height) { diff --git a/Projects/UOContent/Engines/Pathing/Cache/StepCache.cs b/Projects/UOContent/Engines/Pathing/Cache/StepCache.cs index cde1382fd..f66ae5739 100644 --- a/Projects/UOContent/Engines/Pathing/Cache/StepCache.cs +++ b/Projects/UOContent/Engines/Pathing/Cache/StepCache.cs @@ -10,13 +10,15 @@ using Server.Logging; namespace Server.Engines.Pathing.Cache; /// -/// Singleton store of per-chunk static walkability data. Chunks correspond to -/// Map.SectorSize = 16; key encoding packs (mapId, chunkX, chunkY) into a long. -/// Lazily built on first query; invalidated by version-check vs Sector.MultisVersion; -/// memory bounded by MaxResidentChunks via probabilistic LRU eviction. +/// Singleton store of static walkability, keyed by 16x16 chunk (one per map sector). Chunks build +/// on demand and memory stays bounded by MaxResidentChunks through probabilistic LRU eviction, so +/// the cache is usable with no on-disk bake at all; a baked .swb file only removes the first-touch +/// build cost. /// -/// Default-walker scope only. Cells with multi-Z surfaces and queries for non-default -/// walkers route to the MovementImpl slow path via the Fallthrough_* hit kinds. +/// The cache answers for a default walker on static terrain. Anything outside that — a multi +/// covering the cell, a query Z that doesn't match what the cell was baked at, stacked surfaces +/// with no matching stratum — returns a Fallthrough_* kind, and the caller resolves that cell +/// through MovementImpl instead. Callers must check . /// public sealed class StepCache { @@ -25,25 +27,22 @@ public sealed class StepCache public static StepCache Instance { get; } = new(); private readonly Dictionary _chunks = []; - // Parallel list of keys for O(1) random sampling during eviction. Kept in lockstep - // with _chunks: append on Miss_NotBuilt, swap-and-pop on eviction. + // Keys of _chunks, kept in lockstep with it, so eviction can sample a random resident chunk + // in O(1). Appended on insert, swap-and-popped on eviction. private readonly List _keysList = []; - // Second-touch promotion tracker. A chunk's first miss within the window returns - // Fallthrough_NotBuilt; the caller takes the slow path. The Nth DISTINCT-FIND miss - // within the same window (where N = MissPromotionThreshold) promotes to BuildChunk + - // serve. We count distinct Find generations, not raw TryGetMask calls — A* expansion - // hits each visited chunk many times in one Find, so per-call counting hits threshold - // immediately and defeats the gate. Per-Find counting filters single-Find pass-throughs - // (pet following a moving player) while still promoting chunks revisited by multiple - // Finds (NPC patrolling fixed territory). + // Promotion gate. A chunk's first miss returns Fallthrough_NotBuilt and the caller takes the + // slow path; only once misses reach MissPromotionThreshold within MissPromotionWindowMs does + // the chunk get built and served. This keeps one-off traffic — a pet trailing a player across + // the map — from building chunks nothing will query again, while a creature working a fixed + // territory still warms the chunks it revisits. + // + // The gate counts distinct Finds, not TryGetMask calls: A* probes each chunk it visits dozens + // of times within a single pathfind, so per-call counting would cross any threshold instantly + // and gate nothing. private readonly Dictionary _chunkMissTracker = []; private const int MaxMissTrackerEntries = 4096; - // Generation counter incremented by BeginFindGeneration(). Sentinel 0 = "no Find started - // yet"; treated as a distinct generation per call so callers that bypass BeginFindGeneration - // (single-call tests, BakeMap with threshold=1) get sensible behavior. - private struct ChunkMissState { public byte MissCount; @@ -83,24 +82,21 @@ public sealed class StepCache public bool PreloadOnLazyOpen { get; set; } /// - /// Number of misses on the same chunk within - /// required to trigger a build. 1 = eager (legacy behavior). 2 = second-touch (default, - /// filters single-touch pass-throughs). + /// Misses on the same chunk, within , needed to build it. + /// 1 builds eagerly on first touch; the default 2 waits for a second Find to show interest. /// public int MissPromotionThreshold { get; set; } = 2; /// - /// Window over which misses against the same chunk accumulate toward promotion. - /// Misses spaced wider than this restart the count. Default 30s. + /// How long misses on a chunk accumulate toward promotion. A gap wider than this restarts + /// the count. /// public uint MissPromotionWindowMs { get; set; } = 30_000; /// - /// Marks the start of a new pathfind. The promotion gate counts distinct Find - /// generations per chunk, not raw TryGetMask calls — call this once at the top of - /// each pathfind invocation so multiple cell expansions within one Find don't trip - /// the threshold. Wraps at uint.MaxValue back to 1 (0 is reserved as the - /// "no Find started yet" sentinel). + /// Opens a new pathfind for the promotion gate. Call once per pathfind: the gate counts + /// distinct Finds, so without this every cell expansion would count separately and the + /// threshold would be met immediately. Wraps back to 1, since 0 means "no Find open". /// public void BeginFindGeneration() { @@ -112,12 +108,11 @@ public sealed class StepCache } } - /// Test-only: read the current Find generation. + /// The open pathfind's generation, or 0 if none. See . internal uint CurrentFindGeneration { get; private set; } /// - /// Pack (mapId, chunkX, chunkY) into a single long key. - /// Layout: [reserved 16][mapId 16][chunkX 16][chunkY 16]. + /// Packs (mapId, chunkX, chunkY) into one key: [reserved 16][mapId 16][chunkX 16][chunkY 16]. /// internal static long EncodeKey(int mapId, int chunkX, int chunkY) => ((long)(mapId & 0xFFFF) << 32) | ((long)(chunkX & 0xFFFF) << 16) | (long)(chunkY & 0xFFFF); @@ -139,9 +134,8 @@ public sealed class StepCache ); /// - /// Drop all cached chunks AND zero every telemetry counter. Used by tests and - /// benchmarks that need a known cold-start state. Counter reset is intentional — - /// counters are since-last-clear, not since-startup. + /// Returns the cache to a cold-start state: drops every chunk, closes the .swb readers, and + /// zeroes the counters. /// public void Clear() { @@ -151,10 +145,8 @@ public sealed class StepCache } /// - /// Drop all resident chunks AND zero counters, but keep lazy readers open. - /// Useful in benchmark loops that want to measure "first query after boot" cost - /// without paying the lazy-reader reopen overhead each iteration. Same intent as - /// minus the file-handle teardown. + /// without the file-handle teardown: drops the resident chunks and zeroes + /// the counters, but leaves the .swb readers open so the next query can refill from them. /// public void ClearResidentChunks() { @@ -176,16 +168,14 @@ public sealed class StepCache _buildsTotal = 0; } - // Per-map open .swb readers, populated by TryOpenLazyReader at startup. Chunks are - // fetched on demand from the file when ResolveMissingChunk fires; resident memory - // stays bounded by MaxResidentChunks regardless of file size. - private readonly Dictionary _lazyReaders = new(); + // Open .swb readers, one per map. Chunks are pulled from them on demand, so resident memory + // stays bounded by MaxResidentChunks no matter how large the file is. + private readonly Dictionary _lazyReaders = []; /// - /// Walk every chunk in , populate the resident set, then - /// save to . Returns the number of chunks written. - /// Designed for offline / fixture use; blocks the calling thread for many seconds - /// on a full Trammel walk. + /// Builds every chunk in the map and writes them to , returning the + /// number written. Blocks the caller for many seconds on a full-size map — run it offline or + /// during maintenance, not on a live shard at peak. /// public int BakeMap(int mapId, string path) { @@ -195,9 +185,9 @@ public sealed class StepCache return 0; } - // BakeMap is an explicit decision to populate every chunk; the promotion gate - // would otherwise return Fallthrough_NotBuilt for every chunk (each touched once) - // and the bake would write an empty file. Force eager build for the duration. + // A bake touches each chunk exactly once, so the promotion gate would defer every one of + // them and write an empty file. Baking is an explicit decision to populate everything, so + // build eagerly for the duration. var prevThreshold = MissPromotionThreshold; MissPromotionThreshold = 1; try @@ -216,8 +206,8 @@ public sealed class StepCache { for (var cx = 0; cx < chunkCols; cx++) { - // Any sourceZ works — the chunk is built on first access regardless of - // whether the query returns Hit or Fallthrough_SourceZMismatch. + // The sourceZ is irrelevant here: the chunk gets built on first access whether + // the query ends up a Hit or a Fallthrough_SourceZMismatch. TryGetMask(map, cx * ChunkSize, cy * ChunkSize, sourceZ: 0); } @@ -245,9 +235,9 @@ public sealed class StepCache } /// - /// Persist all resident chunks for to a .swb file. Returns - /// the number of chunks written. The file embeds a TileData fingerprint so a stale - /// file (built before a client patch) can be detected and rejected at open time. + /// Writes the map's resident chunks to a .swb file and returns the count. The file carries a + /// fingerprint of the tile and map data, so a bake made before a client patch is detected and + /// rejected when it is next opened. /// public int SaveToFile(string path, int mapId) { @@ -285,10 +275,9 @@ public sealed class StepCache } /// - /// Open a .swb file as a lazy backing store for . Reads only - /// header + chunk-offset index (~16 bytes per chunk); individual records are fetched - /// on demand by . Returns false on missing file, - /// magic / version mismatch, or TileData hash mismatch (stale bake). + /// Opens a .swb file as a backing store for the map, reading only the header and chunk index + /// up front; records are pulled as queries ask for them. Returns false if the file is missing, + /// unreadable, or a stale bake whose fingerprint no longer matches the live tile data. /// public bool TryOpenLazyReader(string path, int mapId) { @@ -328,10 +317,7 @@ public sealed class StepCache } /// - /// Materializes every chunk in into the resident set. - /// Called from when - /// is set. Skips chunks whose live doesn't - /// match the file's snapshot — those will rebake on first query. + /// Loads every chunk in the file into the resident set, for . /// private void PreloadFromLazyReader(int mapId, StepCacheFile.LazyReader reader) { @@ -366,29 +352,22 @@ public sealed class StepCache ); } - /// - /// Number of .swb readers currently open. Mostly for tests / telemetry. - /// + /// Number of .swb readers currently open. public int OpenLazyReaderCount => _lazyReaders.Count; /// - /// True if a valid .swb reader is open for . A reader only opens via - /// after validates the - /// file's fingerprint against the live tile data, so "has reader" already means "present and - /// up-to-date" — the boot prebake uses this to skip baking maps that don't need it, instead of - /// recomputing the fingerprint a second time. + /// True when a .swb reader is open for the map. A reader only opens after its fingerprint + /// validates against the live tile data, so this already answers "is there an up-to-date bake + /// for this map?" — the boot prebake leans on that to skip maps rather than fingerprint them + /// a second time. /// public bool HasLazyReader(int mapId) => _lazyReaders.ContainsKey(mapId); - /// Test-only diagnostic: does the lazy reader for hold an offset for (chunkX, chunkY)? + /// Diagnostic: does the map's .swb hold a record for (chunkX, chunkY)? internal bool LazyReaderHasChunk(int mapId, int chunkX, int chunkY) => _lazyReaders.TryGetValue(mapId, out var r) && r.Has(chunkX, chunkY); - /// - /// Closes all open lazy readers, releasing their underlying file streams. Called from - /// so test cleanup can delete .swb files (they're held with - /// FileShare.Read | FileShare.Delete, so this is mostly belt-and-suspenders). - /// + /// Closes every open .swb reader, releasing the underlying file streams. public void CloseLazyReaders() { foreach (var reader in _lazyReaders.Values) @@ -399,18 +378,16 @@ public sealed class StepCache } /// - /// Probabilistic LRU sample size — picks SampleSize random resident chunks per - /// eviction and evicts the oldest of that sample. Approximates true LRU at a tiny - /// fraction of the cost (no full sort). Redis uses the same approach (`maxmemory-samples`). - /// 5 yields ~quality-of-true-LRU for cache eviction; higher values trade speed for accuracy. + /// How many random resident chunks each eviction samples before dropping the oldest of them. + /// Sampling approximates true LRU closely enough at a fraction of the cost, since it needs no + /// sort and no access-ordered structure. Raising it trades speed for accuracy. /// private const int LruSampleSize = 5; /// - /// If resident chunk count exceeds MaxResidentChunks, evict via probabilistic LRU - /// until the count is at or below the cap. Per-eviction cost is O(LruSampleSize), - /// independent of resident count — sustained cap pressure has no perpetual perf hit. - /// Called from CacheEvictionTimer; also callable directly from tests. + /// Evicts chunks until the resident count is back within MaxResidentChunks. Each eviction costs + /// O() regardless of how many chunks are resident, so sustained cap + /// pressure doesn't degrade. Driven by . /// public void EnforceLruCap() { @@ -426,8 +403,8 @@ public sealed class StepCache long oldestTouched = long.MaxValue; long oldestKey = 0; - // Sample LruSampleSize random keys; track the oldest by LastTouchedTicks. - // With replacement is fine — collisions are rare and don't break correctness. + // Sampling with replacement: a repeated key just wastes one sample, it can't pick a + // wrong victim. var samples = Math.Min(LruSampleSize, _keysList.Count); for (var s = 0; s < samples; s++) { @@ -482,11 +459,10 @@ public sealed class StepCache } /// - /// True if a multi (house / boat) covers (x, y) or any of its 8 neighbours. Multi-covered - /// cells — plus the 1-cell halo, because a cell's mask encodes the edges TO its neighbours, so - /// a neighbouring wall must block those edges — are served by the live movement path, not the - /// static chunk cache. Cheap: an interior cell checks only its own sector (chunk == sector); - /// only edge/corner cells additionally check the adjacent sector(s) the halo reaches. + /// True when a multi covers (x, y) or any of its 8 neighbours. The halo matters because a + /// cell's mask encodes the edges TO its neighbours, so a wall one cell over has to block those + /// edges. Since a chunk is a sector, an interior cell only inspects its own sector's HasMultis + /// flag; edge and corner cells additionally check whichever adjacent sectors the halo reaches. /// private static bool MultiInfluence(Map map, int x, int y) { @@ -503,7 +479,7 @@ public sealed class StepCache var south = (y & 15) == 15; if (!(west || east || north || south)) { - return false; // interior cell — its whole halo is inside the (multi-free) own sector + return false; // interior cell: its whole halo lies in this sector, which has no multis } return west && map.GetRealSector(sx - 1, sy).HasMultis @@ -517,9 +493,9 @@ public sealed class StepCache } /// - /// Hot-path query. Returns the cached mask + 8 destination Z values + hit kind. - /// Inspect to decide whether to use the result or fall - /// back to the slow path. + /// The hot-path query: one lookup yields the cell's 8-direction mask, its 8 destination Zs, + /// and the hit kind. Check before trusting the payload — on any + /// fallthrough it is all zeroes and the caller must resolve the cell through MovementImpl. /// public StepMask TryGetMask(Map map, int x, int y, sbyte sourceZ) { @@ -529,10 +505,9 @@ public sealed class StepCache return Fallthrough(CacheHitKind.Fallthrough_OffMap); } - // Multis (houses, boats) are not baked into the static chunk cache (they're dynamic - // content). If a multi covers this cell or its 1-cell halo, route to the live movement - // path, which is fully multi-aware. Gated on Sector.HasMultis, so the multi-free majority - // of the map pays a single (interior) sector lookup. + // Multis are dynamic, so they are never baked into a chunk. Cells they touch go to the + // multi-aware path instead. The check is gated on Sector.HasMultis, so the multi-free + // majority of the map pays one sector lookup for it. if (MultiInfluence(map, x, y)) { _fallthroughMulti++; @@ -546,8 +521,8 @@ public sealed class StepCache var hitKindResult = CacheHitKind.Hit; if (!_chunks.TryGetValue(key, out var chunk)) { - // Try lazy file first — file-loaded chunks bypass the miss tracker because - // the .swb represents an explicit prior decision to keep this chunk warm. + // The .swb is consulted before the promotion gate: a baked chunk is already an explicit + // decision to keep this area warm, and loading it is far cheaper than building it. chunk = TryLoadFromLazyReader(map, chunkX, chunkY); if (chunk != null) { @@ -569,16 +544,16 @@ public sealed class StepCache } } - // A resident chunk is static-only — it never goes stale from multis (multi-covered cells - // fall through to the live path above). + // No staleness check: a resident chunk holds only static terrain, and every cell a multi + // could have changed already fell through above. chunk.LastTouchedTicks = Core.TickCount; var cellIndex = ((y - (chunkY << 4)) << 4) | (x - (chunkX << 4)); if (chunk.IsCellMultiZ(cellIndex)) { - // Tier 4: try the per-cell strata. Each stratum is keyed by its bake-time - // standing-Z; a query matches when |sourceZ - stratum.zCenter| <= StepHeight. + // Stacked surfaces: pick the stratum baked nearest the query Z. Multi-Z cells are + // served only from strata, never from the main mask. if (TryStratumHit(chunk, cellIndex, sourceZ, hitKindResult, out var stratumResult)) { RecordServed(hitKindResult); @@ -589,15 +564,14 @@ public sealed class StepCache return Fallthrough(CacheHitKind.Fallthrough_MultiZ); } - // Source-Z guard: the cache stores one answer per cell baked at SourceZ. - // StepHeight tolerance accepts incremental Z jitter; loosening it breaks parity - // because tile reachability shifts at step-height boundaries. + // Source-Z guard. A cell holds one answer, baked at one standing Z, so a query from too far + // above or below it would get an answer that doesn't apply. The StepHeight tolerance + // absorbs ordinary Z jitter and cannot be widened: reachability flips at exactly that + // boundary, so a looser guard would serve answers that disagree with MovementImpl. if (Math.Abs(sourceZ - chunk.SourceZ[cellIndex]) > StepHeight) { - // Swim-layer fallback for shore cells: if the chunk has the layer and this - // cell's water-surface Z is within StepHeight of the query, serve from the - // swim layer (computed at swim-perspective Z). Walker queries on shore cells - // fall through this branch via their Z mismatch with SwimSourceZ. + // Unless this is a shore cell and the query is coming from the water, in which case the + // swim layer holds the answer baked from the water surface. if (chunk.HasSwimLayer) { var swimSrc = chunk.SwimSourceZ[cellIndex]; @@ -650,37 +624,24 @@ public sealed class StepCache } /// - /// Returns a fresh StepChunk loaded from the lazy file reader, or null if there's no - /// open reader for the map / no record at (chunkX, chunkY) / the loaded snapshot is - /// stale relative to the live sector's . A null - /// return means the caller should consult the miss tracker; a stale return means - /// "rebuild, the .swb is out of date and a future SaveToFile will overwrite it." + /// Loads a chunk from the map's .swb, or null if no reader is open or the file has no record at + /// (chunkX, chunkY). No staleness check is needed here — the fingerprint was validated when the + /// file was opened, and the chunks are static-only. /// - private StepChunk TryLoadFromLazyReader(Map map, int chunkX, int chunkY) - { - if (!_lazyReaders.TryGetValue(map.MapID, out var reader)) - { - return null; - } - // Static-only chunks are valid once the file fingerprint matched at open time; multi-covered - // cells fall through before reaching here. Returns null when the file lacks this chunk. - return reader.TryReadChunk(chunkX, chunkY); - } + private StepChunk TryLoadFromLazyReader(Map map, int chunkX, int chunkY) => + _lazyReaders.TryGetValue(map.MapID, out var reader) ? reader.TryReadChunk(chunkX, chunkY) : null; /// - /// Records a miss for and decides whether to build now - /// or defer to slow path. Counts distinct Find generations, not raw calls — multiple - /// TryGetMask calls within one Find (BeginFindGeneration scope) count as one touch. - /// Returns true when DISTINCT-FIND misses within the window cross - /// ; caller should run BuildChunk and serve. - /// Returns false otherwise; caller should return Fallthrough_NotBuilt so the algorithm - /// uses the slow path. Generation 0 ("no Find active") treats every call as distinct, - /// preserving legacy semantics for callers that don't call BeginFindGeneration. + /// Records a miss and answers whether the chunk has now earned a build. True means build and + /// serve; false means return Fallthrough_NotBuilt and let the caller take the slow path. + /// + /// A miss only counts once per Find (see ). With no Find open + /// — a direct caller, or a bake — every call counts separately. /// private bool ShouldPromoteAfterMiss(long chunkKey) { - // Environment.TickCount, not Core.TickCount: tests/bench fixtures may not advance - // the game-loop tick. The promotion window is wall-clock anyway. + // Environment.TickCount rather than Core.TickCount: the window is wall-clock, and test and + // benchmark fixtures don't necessarily advance the game loop's tick. var now = (uint)Environment.TickCount; var gen = CurrentFindGeneration; @@ -743,10 +704,10 @@ public sealed class StepCache } /// - /// Drop tracker entries older than the promotion window. Called when the tracker hits - /// its capacity ceiling. If the prune doesn't reclaim anything (every entry is in - /// window), the cap is enforced by clearing — the worst case is a few extra - /// Fallthrough_NotBuilt returns until traffic re-establishes hot chunks. + /// Drops tracker entries that have aged out of the promotion window, once the tracker hits its + /// capacity ceiling. When nothing has aged out, the whole tracker is cleared to enforce the cap + /// — that costs a few extra Fallthrough_NotBuilt returns while traffic re-establishes the hot + /// chunks, which is cheaper than letting the tracker grow without bound. /// private void PruneMissTracker(uint now) { @@ -780,17 +741,15 @@ public sealed class StepCache var baseX = chunkX << 4; var baseY = chunkY << 4; - // Tier 4 strata accumulator. Both the offset table and the packed data buffer are - // created lazily on the first multi-Z cell; single-Z chunks (the vast majority) never - // touch the pool. strataData is a rented scratch buffer — the chunk gets an exact-size - // copy at the end, so the pooled array never escapes this method. + // Strata accumulator, created on the first multi-Z cell so single-Z chunks pay nothing. + // strataData is rented scratch; the chunk receives an exact-size copy, so the pooled array + // never escapes this method. ushort[] strataOffsetByCell = null; byte[] strataData = null; var strataLen = 0; - // Reused per cell: the standable surface Zs (walkway / bridge / floor levels). 16 is - // generous — clearance forces standable surfaces >= PersonHeight apart, so a 256-tall - // Z range admits at most ~16 anyway. + // Standable surface Zs for the current cell. 16 slots is generous: clearance forces + // surfaces at least PersonHeight apart, so an sbyte Z range can't hold more than ~16. Span surfaceZs = stackalloc sbyte[16]; for (var dy = 0; dy < ChunkSize; dy++) @@ -803,16 +762,13 @@ public sealed class StepCache map.GetAverageZ(x, y, out _, out var avgZ, out _); - // Anchor the cell at the surface a creature actually STANDS on, not the land - // average. For plain overworld that's the land; for static-over-land terrain - // (sewer/dungeon walkways, bridges, stair treads, raised foundations, upper - // building floors) it's the walkable static surface — which the old - // ComputeStandingZ(avgZ) anchor missed, producing source-Z fallthroughs (or, - // within the StepHeight tolerance band on stairs, a wrong vertical-neighbor - // answer baked at the adjacent tread). ComputeStandableSurfaceZs returns the - // standable surfaces ascending; the lowest is the primary anchor and A* tracks - // newZ to match it. Cells with no standable walk surface (deep water, solid - // rock) fall back to the land avg so the swim layer / wetMask still bake. + // Anchor the cell at the surface a creature stands on, not the land average. On + // open terrain those coincide, but on static-over-land geometry — walkways, + // bridges, stair treads, upper floors — the walkable surface is the static, and + // anchoring at the land below it would make every query fall through the source-Z + // guard. Surfaces come back ascending and the lowest is the anchor; A* tracks its + // per-cell Z to match. A cell with no standable surface at all (deep water, solid + // rock) falls back to the land average so its swim data still bakes. var surfaceCount = StepProbe.ComputeStandableSurfaceZs(map, x, y, surfaceZs); var standingZ = surfaceCount > 0 ? surfaceZs[0] : (sbyte)Math.Clamp(avgZ, sbyte.MinValue, sbyte.MaxValue); @@ -838,15 +794,12 @@ public sealed class StepCache chunk.SwimZW[cell] = result.SwimZ_W; chunk.SwimZNW[cell] = result.SwimZ_NW; - // Shore-cell handling: if the cell has BOTH a walk surface (standing Z) - // AND a water surface (Wet land tile or wet static) at a Z separated by - // > StepHeight, populate the swim layer at swim-perspective Z. Only when - // ComputeMaskAt produces a non-zero swim mask — bridges/docks/piers with - // insufficient vertical clearance for a swim creature's body envelope - // produce wetMask=0 (StaticsBlockAt rejects them), and we skip those cells - // rather than baking a stratum that always answers "no movement." The - // sentinel NoSwimLayerCell stays in SwimSourceZ for skipped cells; the - // chunk only sets HasSwimLayer when at least one cell got a usable entry. + // Shore cell: a walkable surface and a water surface more than StepHeight apart. + // The main mask is baked at the walk surface, so a swimmer querying from the water + // would fail the source-Z guard; bake it a second answer from the water surface. + // An empty swim mask means the water is unreachable anyway — a dock or pier with + // too little clearance for a swimmer's body — so leave those cells at the + // NoSwimLayerCell sentinel rather than store an answer that always says "blocked". var swimZRaw = StepProbe.ComputeSwimStandingZ(map, x, y); if (swimZRaw != int.MinValue && Math.Abs(swimZRaw - standingZ) > StepHeight) { @@ -871,29 +824,24 @@ public sealed class StepCache } } - // Stacked walkable surfaces at one cell (ground + 1st + 2nd building floors, - // a bridge over a walkable path, etc.): bake a stratum per standable surface - // so a query at any floor's Z hits. The primary (lowest) surface is also in - // the main mask above, but multi-Z cells are served exclusively from strata, - // so every standable surface — including the primary — must appear here. - // Single-surface cells (the common case, incl. stair treads and sewer - // walkways) skip this entirely and stay on the fast single-mask path. + // Stacked walkable surfaces — a bridge over a path, the floors of a building — + // need one stratum each so a query at any of their Zs finds an answer. Every + // surface goes in, including the lowest, because a multi-Z cell is served only + // from its strata and never from the main mask baked above. if (surfaceCount >= 2) { if (strataOffsetByCell == null) { strataOffsetByCell = new ushort[StepChunk.CellsPerChunk]; strataOffsetByCell.AsSpan().Fill(StepChunk.NoStrata); - // Offsets are ushort and NoStrata takes ushort.MaxValue, so a reachable - // offset is at most NoStrata - 1 and the packed data can never exceed - // NoStrata bytes. Renting that much up front means the guard below is - // the only bound the writes need. + // NoStrata bounds the packed data to NoStrata bytes (see StepChunk), so + // renting that much up front leaves the record guard below as the only + // bound the writes need. strataData = STArrayPool.Shared.Rent(StepChunk.NoStrata); } - // A record is one count byte plus surfaceCount strata. Skip the cell if it - // doesn't fit — it keeps the land-anchored main mask and falls through - // off-surface. Well above realistic per-chunk strata volume either way. + // One count byte plus a record per surface. A cell whose record won't fit stays + // single-Z: it keeps the main mask and falls through off its anchor surface. var recordLength = 1 + surfaceCount * StepChunk.StratumByteLength; if (strataLen + recordLength <= StepChunk.NoStrata) { @@ -920,10 +868,10 @@ public sealed class StepCache } /// - /// Tier 4 strata lookup. Walks the cell's stratum list, returns true with the first - /// stratum whose zCenter is within StepHeight of . - /// Layout matches : u8 count, then count × 19-byte - /// stratum (sbyte zCenter, byte walkMask, byte wetMask, 8 sbyte walkZ, 8 sbyte swimZ). + /// Finds the cell's stratum matching — the first whose zCenter is + /// within StepHeight — and builds its mask. False when the cell has no strata or none of them + /// sit near enough, in which case the caller falls through. Reads the layout + /// writes. /// private static bool TryStratumHit( StepChunk chunk, int cellIndex, sbyte sourceZ, CacheHitKind hitKind, out StepMask result diff --git a/Projects/UOContent/Engines/Pathing/Cache/StepCacheFile.cs b/Projects/UOContent/Engines/Pathing/Cache/StepCacheFile.cs index 8cbc5c51f..bfebae6b9 100644 --- a/Projects/UOContent/Engines/Pathing/Cache/StepCacheFile.cs +++ b/Projects/UOContent/Engines/Pathing/Cache/StepCacheFile.cs @@ -9,40 +9,36 @@ using Server.Compression; namespace Server.Engines.Pathing.Cache; /// -/// Binary serializer + lazy reader for the step cache. Persists chunk records to disk -/// so a server warm-starts without paying chunk-build cost on the first pathfind through -/// a region. Lazy: opening a file reads only the header + chunk-offset index (~few KB -/// for tens of thousands of chunks), then individual chunks are seeked + deserialized -/// only when the cache asks for them. RAM stays bounded by MaxResidentChunks regardless -/// of file size. +/// Binary serializer and reader for the step cache, so a shard can warm-start instead of building +/// chunks on the first pathfind through each region. Opening a file reads only the header and chunk +/// index; a chunk record is seeked and inflated when the cache actually asks for it, which keeps +/// resident memory bounded by MaxResidentChunks no matter how large the file is. /// -/// File layout v8 (little-endian, BufferWriter / BufferReader convention): +/// File layout (little-endian, BufferWriter / BufferReader convention): /// /// Header (40 bytes): /// u32 Magic = 0x42575300 ('SWB\0') -/// u32 Version = current FormatVersion (9) +/// u32 Version = FormatVersion /// u32 MapId -/// u64 Fingerprint XxHash3 over (1) LandTable + ItemTable flags AND (2) the -/// on-disk bytes of mapX.mul / .uop, staidxX.mul, staticsX.mul. -/// Rejects a load when EITHER tile flags shifted (client patch) -/// OR the map data was rewritten (CentredSharp / UOFiddler edit). -/// The .mul format has no built-in CRC; this is the only way -/// to detect those mutations. -/// u64 BakeTimestamp DateTime.UtcNow.Ticks at write time (informational). +/// u64 Fingerprint XxHash3 over tiledata.mul and the map's own .mul / .uop files. +/// Detects both a client patch that shifts tile flags and a map edit +/// that rewrites the terrain; see ComputeFingerprint. The .mul format +/// carries no CRC of its own, so hashing is the only way to catch either. +/// u64 BakeTimestamp DateTime.UtcNow.Ticks at write time. Informational. /// u32 ChunkCount -/// u64 IndexOffset File position where the chunk index begins. +/// u64 IndexOffset Where the index trailer begins. /// /// Per chunk (ChunkCount times, variable size): /// u32 UncompressedLen Size of the inflated record body below. -/// byte[] Payload The record body (the v6 layout that follows), libdeflate- -/// compressed. If the on-disk payload length (index recordLength − -/// 4) equals UncompressedLen, the body was stored raw because -/// compression did not shrink it (tiny Uniform records). +/// byte[] Payload The record body, libdeflate-compressed — or stored raw when +/// compression didn't shrink it, as happens with tiny Uniform +/// records. The reader tells the two apart by comparing the payload +/// length against UncompressedLen. /// -/// Record body (after inflate — the v6 layout): +/// Record body (after inflate): /// u16 ChunkX /// u16 ChunkY -/// u32 BuiltMultisVersion (reserved since v9 — always 0; chunks are static-only) +/// u32 BuiltMultisVersion Reserved, always 0 — chunks are static-only. /// u8 Kind 0 = Full; 2 = Uniform /// // Uniform (Kind == 2): ~28-byte record — all 256 cells share these single values: /// byte walkMask, wetMask; sbyte sourceZ; sbyte walkZ_N..NW (8); sbyte swimZ_N..NW (8) @@ -78,34 +74,29 @@ namespace Server.Engines.Pathing.Cache; /// The file offset is not stored — reconstructed as a cumulative sum of recordLength /// starting at HeaderSize (the first record sits immediately after the header). /// -/// Per-chunk fixed portion (Kind + flags + ZArrayMask + WalkMask + WetMask + SourceZ): -/// ~783 bytes; each present base Z array adds 256 bytes (0..16 present, so up to ~4 KB). -/// A fully-flat Full chunk stores no residual blocks. Strata trailer: 516 + N × ~30 bytes -/// for a chunk with N multi-Z cells averaging ~2 strata each. LRU bookkeeping -/// (LastTouchedTicks) is intentionally not persisted. +/// A chunk's fixed portion runs ~783 bytes, and each directional-Z array that survives prediction +/// adds 256 more, so a Full record lands between ~783 bytes and ~4 KB. The strata trailer adds +/// 516 bytes plus roughly 30 per multi-Z cell. LastTouchedTicks is deliberately not persisted — +/// LRU state means nothing across a restart. /// -/// Files with version < are silently rejected -/// at open time (treated as missing) and overwritten on the next save. +/// Files below are treated as missing and overwritten on the +/// next save. The cache regenerates from the map data, so a format bump only costs a one-time +/// re-bake. /// internal static class StepCacheFile { public const uint Magic = 0x42575300; // 'SWB\0' - // v9: chunks are STATIC-ONLY (land + statics.mul, no multis). v8 and earlier baked multis - // (houses/boats) into chunks, which is unsafe to persist — multis are dynamic, and the - // BuiltMultisVersion they were tagged with is a non-persisted session counter. Bumping the - // version rejects those old files so they re-bake static-only. The BuiltMultisVersion record - // field is retained as a reserved (always-0) u32 to avoid a layout change. public const uint FormatVersion = 9; /// - /// Lowest format version this binary can load. Files below it are treated as missing - /// (silently rejected) and overwritten by the next SaveToFile / BakeMap. The cache is - /// fully regenerable, so a format bump just forces a one-time re-bake of stale files. + /// Oldest format this binary will load. Anything older is treated as missing rather than + /// migrated: the cache is fully regenerable from the map data, so a re-bake is always + /// available and always correct. /// public const uint MinSupportedVersion = 9; - // Per-chunk record discriminator (first byte after BuiltMultisVersion). 1 is reserved. + // Record discriminator. 1 is reserved. private const byte KindFull = 0; private const byte KindUniform = 2; @@ -118,12 +109,12 @@ internal static class StepCacheFile + sizeof(uint) // ChunkCount + sizeof(ulong); // IndexOffset - // Index entry (v8 compact): u32 packedKey ((chunkX << 16) | chunkY) + u32 recordLength. - // The file offset is NOT stored — entries are in record write order, so the reader - // reconstructs each offset by cumulative sum of record lengths starting at HeaderSize. + // One index entry: u32 packedKey ((chunkX << 16) | chunkY) + u32 recordLength. The file offset + // isn't stored — entries sit in record write order, so the reader rebuilds each offset as a + // running sum of the lengths before it, starting at HeaderSize. private const int IndexEntryBytes = sizeof(uint) + sizeof(uint); - /// Fixed-size portion of a chunk record (everything except the optional strata + swim trailers). + /// A chunk record minus its optional strata and swim trailers. private const int BytesPerChunkBase = sizeof(ushort) + sizeof(ushort) + sizeof(uint) + sizeof(byte) + sizeof(byte) + sizeof(byte) // Kind + HasStrata + HasSwimLayer @@ -135,17 +126,16 @@ internal static class StepCacheFile + 8 * StepChunk.CellsPerChunk; // SwimZ[8] /// - /// Byte offset of the IndexOffset u64 within the header - /// (Magic+Version+MapId+Fingerprint+BakeTimestamp+ChunkCount = 32). Patched after chunks land. + /// Where the header's IndexOffset u64 sits. It's written as a placeholder and patched once the + /// chunks are down and the index position is known. /// private const int IndexOffsetFieldPosition = 32; public delegate bool ChunkEnumerator(out int chunkX, out int chunkY, out StepChunk chunk); /// - /// Peek at a .swb file's Fingerprint field (header byte offset 12) without - /// reading any chunk data. Returns false on missing file, bad magic, or wrong - /// version. Cheap — reads 20 bytes total. + /// Reads just a .swb file's fingerprint — 20 bytes, no chunk data. False if the file is + /// missing, isn't a .swb, or is a version this binary can't load. /// public static bool TryReadFingerprint(string path, out ulong fingerprint) { @@ -183,31 +173,28 @@ internal static class StepCacheFile } /// - /// Combined XxHash3 fingerprint over (1) the on-disk tiledata.mul file and (2) the - /// per-map .mul / .uop file contents (via ). - /// Bake files carry this hash so a load can refuse to populate the cache when EITHER the - /// tile data shifted (client patch) OR the map data was rewritten (CentredSharp / UOFiddler - /// edit). The .mul format has no built-in CRC; this is the only way to detect those mutations. + /// Hashes the inputs a bake depends on: tiledata.mul and the map's own .mul / .uop + /// files. A file carrying a stale hash is refused at open time, which is what catches a client + /// patch that shifts tile flags or a map editor that rewrites the terrain. Neither format has a + /// CRC of its own, so hashing is the only signal available. /// - /// IMPORTANT: hash the FILES, never the in-memory / + /// This must hash the FILES, never the in-memory / /// . The server patches those tables at runtime (ItemFixes, - /// LOSBlocker, PotionKeg, CTF, ...) at nondeterministic lifecycle points, so a fingerprint over - /// the live tables varies with WHEN it is taken; the file hash is the only lifecycle-stable - /// "did the client's tile data change?" signal. Server-side tile patches are applied identically - /// every boot and intentionally do NOT invalidate the cache — change one and you must - /// [PathCacheClear or bump the format. + /// LOSBlocker, PotionKeg, CTF), so a hash of the live tables changes depending on when it is + /// taken — useless as a fingerprint. Those server-side patches apply identically every boot and + /// deliberately do NOT invalidate the cache; if you change one, run [PathCacheClear or bump + /// yourself. /// public static ulong ComputeFingerprint(int mapId) { var hasher = HashUtility.CreateXxHash3(); - // (1) tiledata.mul — hashed once, cached. The authoritative source for tile flags/heights. Span tileDataBytes = stackalloc byte[sizeof(ulong)]; BinaryPrimitives.WriteUInt64LittleEndian(tileDataBytes, TileDataFileFingerprint()); hasher.Append(tileDataBytes); - // (2) Map files (mapX.mul / .uop, staidxX.mul, staticsX.mul). TileMatrix already - // streamed them through XxHash3 once at construction; mix the result in. + // TileMatrix already streamed the map files through XxHash3 when it was built; reuse that + // rather than re-reading them. var map = Map.Maps[mapId]; if (map != null && map != Map.Internal && map.Tiles != null) { @@ -223,10 +210,9 @@ internal static class StepCacheFile private static bool _tileDataFileFingerprintComputed; /// - /// XxHash3 over the raw tiledata.mul bytes, computed once and cached — the file never - /// changes during a run. Mirrors for the map - /// files. Returns 0 if the file can't be found (the server can't run without it anyway, so - /// this only matters in stripped test hosts, where 0 is a fine deterministic constant). + /// XxHash3 of the raw tiledata.mul bytes, computed once — the file can't change while + /// the server runs. Returns 0 when the file is absent, which only happens in stripped test + /// hosts; a real server can't boot without it, and 0 is a fine deterministic stand-in. /// private static ulong TileDataFileFingerprint() { @@ -257,10 +243,9 @@ internal static class StepCacheFile { Directory.CreateDirectory(Path.GetDirectoryName(path) ?? "."); - // Initial estimate: base record + a modest strata budget per chunk. Coastline - // chunks add another ~2.5 KB (swim layer) but they're a small fraction of any - // map; the writer grows on overflow so under-estimating just causes a few - // realloc/copy cycles during the bake — not a correctness issue. + // A rough estimate: the base record plus a small strata budget per chunk. Coastline chunks + // run ~2.5 KB over it for their swim layer, but they're a small share of any map, and the + // writer grows on overflow — under-estimating costs a few reallocs during a bake, nothing more. var capacity = HeaderSize + (BytesPerChunkBase + 256) * (int)chunkCount + IndexEntryBytes * (int)chunkCount; var buffer = new byte[capacity]; var w = new BufferWriter(buffer, prefixStr: false); @@ -273,8 +258,8 @@ internal static class StepCacheFile w.Write(chunkCount); w.Write(0UL); // IndexOffset placeholder, patched after chunks - // Each record is built uncompressed into recordScratch, then libdeflate-compressed into - // compScratch and framed as [u32 uncompressedLen][payload]. + // Each record is built into recordScratch, compressed into compScratch, then framed as + // [u32 uncompressedLen][payload]. var packer = Deflate.Maximum; var recordScratch = new byte[BytesPerChunkBase + 1024]; var compScratch = new byte[packer.MaxPackSize(recordScratch.Length)]; @@ -306,16 +291,14 @@ internal static class StepCacheFile var indexOffset = (ulong)w.Position; for (var i = 0u; i < chunkCount; i++) { - // v8 compact entry: u32 packedKey ((chunkX << 16) | chunkY) + u32 recordLength. - // Offset is omitted; entries are in record write order so the reader derives it. var key = indexEntries[i].key; var packedKey = ((uint)(key >> 32) << 16) | (uint)(key & 0xFFFF); w.Write(packedKey); w.Write(indexEntries[i].length); } - // Patch IndexOffset on the writer's current backing buffer (BufferWriter may - // have grown during chunk writes; the original `buffer` ref is stale after grow). + // Patch IndexOffset on the writer's CURRENT buffer: BufferWriter may have grown during the + // chunk writes, which leaves the original `buffer` reference pointing at a stale array. var liveBuffer = w.Buffer; BinaryPrimitives.WriteUInt64LittleEndian(liveBuffer.AsSpan(IndexOffsetFieldPosition, 8), indexOffset); @@ -324,9 +307,9 @@ internal static class StepCacheFile } /// - /// Opens a .swb file and reads only its header + chunk-offset index. Returns null on - /// missing file, magic / version mismatch, or Fingerprint mismatch (a stale bake - /// against a freshly patched client). Callers own disposal of the returned reader. + /// Opens a .swb file, reading only its header and chunk index. Null if the file is missing, + /// isn't a loadable .swb, or is a stale bake whose fingerprint no longer matches the live tile + /// and map data. The caller owns the returned reader. /// public static LazyReader OpenForLazy(string path) { @@ -361,8 +344,6 @@ internal static class StepCacheFile var version = BinaryPrimitives.ReadUInt32LittleEndian(headerBuf[4..]); if (version < MinSupportedVersion || version > FormatVersion) { - // Below the minimum supported version: treat as missing. Older files - // get silently overwritten on the next SaveToFile / BakeMap. stream.Dispose(); return null; } @@ -379,7 +360,7 @@ internal static class StepCacheFile return null; } - // Read the chunk-offset index in one shot. + // Pull the whole index in one read. var indexBytes = (int)chunkCount * IndexEntryBytes; var indexBuf = new byte[indexBytes]; stream.Position = (long)indexOffset; @@ -389,9 +370,8 @@ internal static class StepCacheFile return null; } - // v8 compact index: { u32 packedKey, u32 length } per chunk, in record write order. - // The file offset is not stored — reconstruct it by cumulative record length starting - // at the first record (immediately after the header). + // Entries are in record write order and carry no offset, so rebuild each one as a + // running sum of the record lengths, starting just past the header. var offsets = new Dictionary((int)chunkCount); var runningOffset = (ulong)HeaderSize; for (var i = 0; i < chunkCount; i++) @@ -416,27 +396,27 @@ internal static class StepCacheFile private static ulong PackChunkKey(int chunkX, int chunkY) => ((ulong)(uint)chunkX << 32) | (uint)chunkY; /// - /// Predicted directional-Z for one cell/direction: the cell's own SourceZ when the - /// direction is walkable/wet (mask bit set), else 0 — matching the baker, which leaves - /// non-walkable directional slots at their zero-initialized default - /// (StepProbe.ComputeMaskAt clears walkZs/swimZs and writes only on a successful step). + /// Guesses a cell's destination Z for one direction: on flat ground a step lands at the Z you + /// left from, so predict SourceZ where the direction is passable and 0 where it isn't. The + /// zero matches the baker, which only writes a slot on a successful step and leaves the rest + /// cleared. Most terrain is flat, so most predictions are exact and most residuals are 0 — + /// which is what makes the residual arrays compress away to nothing. /// internal static sbyte Predict(byte dirMaskByte, int bit, sbyte sourceZ) => (dirMaskByte >> bit & 1) != 0 ? sourceZ : (sbyte)0; /// - /// Residual of an absolute directional-Z against its prediction. Unchecked two's-complement - /// so the transform is byte-exact for ALL sbyte inputs (no value-range constraint). + /// A destination Z's difference from its prediction. Wraps deliberately: two's-complement + /// round-trips exactly for every sbyte input, so no value range is off-limits. /// internal static sbyte EncodeResidual(sbyte z, sbyte predict) => unchecked((sbyte)(z - predict)); - /// Inverse of : absolute directional-Z = predict + residual. + /// Inverse of . internal static sbyte DecodeZ(sbyte predict, sbyte residual) => unchecked((sbyte)(predict + residual)); /// - /// The base directional-Z array for direction index d in canonical order: walk N..NW (0-7), - /// then swim N..NW (8-15). Index d uses WalkMask (d < 8) or WetMask (d >= 8) with - /// direction bit (d & 7). + /// The destination-Z array for direction index d, in the canonical order the format stores them: + /// walk N..NW as 0-7, then swim N..NW as 8-15. /// private static sbyte[] GetBaseZArray(StepChunk c, int d) => d switch { @@ -448,10 +428,9 @@ internal static class StepCacheFile }; /// - /// Builds the uncompressed v6 record for one chunk into , libdeflate- - /// compresses it, and writes it framed as [u32 uncompressedLen][payload]. The payload is the - /// compressed bytes, or — when compression does not shrink the record (tiny Uniform records) — - /// the raw record itself; the reader distinguishes the two by payload length vs uncompressedLen. + /// Builds one chunk's record, compresses it, and frames it as [u32 uncompressedLen][payload]. + /// When compression fails to shrink the record — as it does on the tiny Uniform ones — the raw + /// record is stored instead, and the reader tells the two apart by payload length. /// private static void WriteChunk( BufferWriter w, int chunkX, int chunkY, StepChunk chunk, @@ -460,7 +439,7 @@ internal static class StepCacheFile { var rw = new BufferWriter(recordScratch, prefixStr: false); BuildRecord(rw, chunkX, chunkY, chunk); - recordScratch = rw.Buffer; // may have grown; keep the larger buffer for reuse + recordScratch = rw.Buffer; // may have grown; hold onto the larger buffer for the next chunk var recordLen = (int)rw.Position; var bound = packer.MaxPackSize(recordLen); @@ -478,8 +457,8 @@ internal static class StepCacheFile } else { - // Incompressible (or expanded): store the record raw. The reader detects this when - // the on-disk payload length equals the uncompressed length. + // Compression didn't help, so store the record raw. Payload length == uncompressedLen + // is how the reader recognizes that. w.Write(recordScratch.AsSpan(0, recordLen)); } } @@ -490,8 +469,8 @@ internal static class StepCacheFile w.Write((ushort)chunkY); w.Write((uint)chunk.BuiltMultisVersion); - // Kind: 0 = Full, 2 = Uniform. A uniform chunk (no strata, no swim layer, all 19 base - // arrays constant) stores one cell's worth of data (~28-byte record total). + // A uniform chunk — every cell identical — collapses to one cell's worth of data, ~28 bytes. + // Open water and solid rock make up a lot of a map, so this is worth the branch. if (chunk.IsUniform()) { w.Write(KindUniform); @@ -517,7 +496,7 @@ internal static class StepCacheFile return; } - w.Write(KindFull); // Full + w.Write(KindFull); var strataOffsetByCell = chunk.GetStrataOffsetByCellForSerialization(); var strataData = chunk.GetStrataDataForSerialization(); @@ -526,9 +505,9 @@ internal static class StepCacheFile w.Write((byte)(hasStrata ? 1 : 0)); w.Write((byte)(hasSwimLayer ? 1 : 0)); - // Predictive-Z: each base directional Z array is stored as a masked residual against - // SourceZ. Bit d of ZArrayMask is set only when array d differs from its prediction - // somewhere; cleared arrays are omitted and rebuilt from mask+SourceZ at read. + // Each destination-Z array is stored as residuals against its prediction (see Predict). An + // array that matches its prediction everywhere — the common case on flat terrain — is + // omitted entirely, and its ZArrayMask bit stays clear so the reader synthesizes it. ushort zArrayMask = 0; for (var d = 0; d < 16; d++) { @@ -583,7 +562,6 @@ internal static class StepCacheFile if (hasStrata) { - // 256 × u16 offsets, then u32 length-prefixed strata byte array. for (var i = 0; i < StepChunk.CellsPerChunk; i++) { w.Write(strataOffsetByCell[i]); @@ -600,7 +578,7 @@ internal static class StepCacheFile private static StepChunk ReadChunk(byte[] buffer) { var r = new BufferReader(buffer); - // Skip ChunkX + ChunkY (already known via the index lookup). + // ChunkX + ChunkY — already known from the index lookup that got us here. r.ReadUShort(); r.ReadUShort(); var multisVersion = (int)r.ReadUInt(); @@ -608,7 +586,7 @@ internal static class StepCacheFile var chunk = new StepChunk { BuiltMultisVersion = multisVersion }; - if (kind == KindUniform) // Uniform — one cell's worth of the 19 base arrays, fill all 256 cells. + if (kind == KindUniform) // one cell's values, broadcast to all 256 { Array.Fill(chunk.WalkMask, r.ReadByte()); Array.Fill(chunk.WetMask, r.ReadByte()); @@ -640,8 +618,8 @@ internal static class StepCacheFile r.Read(chunk.WetMask); ReadSBytes(r, chunk.SourceZ); - // Predictive-Z reconstruction: present arrays carry residuals (z = predict + residual); - // absent arrays are synthesized from mask+SourceZ (z = predict, residual implicitly 0). + // Inverse of the write path: a stored array carries residuals to add back to the + // prediction, an omitted one IS the prediction. Span residual = stackalloc sbyte[StepChunk.CellsPerChunk]; for (var d = 0; d < 16; d++) { @@ -706,16 +684,15 @@ internal static class StepCacheFile r.Read(MemoryMarshal.Cast(arr.AsSpan())); /// - /// Open handle on a .swb file. Holds the FileStream + chunk-offset index. Chunks are - /// fetched on demand via ; only the records actually queried - /// are ever materialized. Dispose releases the underlying stream. + /// An open .swb file: the stream plus the chunk index. Only the records actually asked for are + /// ever read or inflated. Dispose releases the stream. /// internal sealed class LazyReader : IDisposable { private FileStream _stream; private readonly Dictionary _offsets; - private byte[] _buffer; // raw on-disk record: [u32 uncompressedLen][payload] - private byte[] _bodyBuffer; // decompressed v6 record, parsed by ReadChunk + private byte[] _buffer; // the raw framed record as it sits on disk + private byte[] _bodyBuffer; // that record, inflated, ready for ReadChunk public uint MapId { get; } public ulong Fingerprint { get; } @@ -725,11 +702,7 @@ internal static class StepCacheFile public bool Has(int chunkX, int chunkY) => _offsets.ContainsKey(PackChunkKey(chunkX, chunkY)); - /// - /// Enumerates every (chunkX, chunkY) coordinate the file holds. Used by - /// when preload is enabled to materialize all chunks - /// upfront instead of on first query. - /// + /// Every (chunkX, chunkY) the file holds. Used to preload the whole file. public IEnumerable<(int chunkX, int chunkY)> EnumerateChunkCoords() { foreach (var key in _offsets.Keys) @@ -754,9 +727,8 @@ internal static class StepCacheFile } /// - /// Returns the chunk record at (, ) - /// from the file, or null if the file doesn't contain it. Single seek + bulk read, - /// sized exactly to the chunk's recorded length (which varies with strata size). + /// Reads one chunk from the file, or null if the file has no record for it. One seek and + /// one read, sized to the record's indexed length. /// public StepChunk TryReadChunk(int chunkX, int chunkY) { @@ -771,7 +743,6 @@ internal static class StepCacheFile return null; } - // Grow the on-disk scratch buffer if this chunk's record is larger than what we have. if (entry.length > _buffer.Length) { _buffer = new byte[entry.length]; @@ -784,8 +755,8 @@ internal static class StepCacheFile return null; } - // Frame: [u32 uncompressedLen][payload]. payload is libdeflate-compressed, unless its - // length equals uncompressedLen, in which case it was stored raw (incompressible). + // [u32 uncompressedLen][payload], where the payload is compressed unless its length + // already equals uncompressedLen — then it was stored raw. var uncompressedLen = (int)BinaryPrimitives.ReadUInt32LittleEndian(_buffer); var payloadLen = (int)entry.length - sizeof(uint); if (_bodyBuffer.Length < uncompressedLen) @@ -799,7 +770,8 @@ internal static class StepCacheFile } else { - // Decompression is level-independent, so reuse the shared per-thread binding. + // Deflate.Standard, not .Maximum: the level only affects packing, and inflate has + // to accept whatever the writer produced regardless. var result = Deflate.Standard.Unpack( _bodyBuffer.AsSpan(0, uncompressedLen), _buffer.AsSpan(sizeof(uint), payloadLen), diff --git a/Projects/UOContent/Engines/Pathing/Cache/StepChunk.cs b/Projects/UOContent/Engines/Pathing/Cache/StepChunk.cs index 3d26aee5d..80d42f8e0 100644 --- a/Projects/UOContent/Engines/Pathing/Cache/StepChunk.cs +++ b/Projects/UOContent/Engines/Pathing/Cache/StepChunk.cs @@ -3,20 +3,19 @@ using System; namespace Server.Engines.Pathing.Cache; /// -/// Per-chunk storage backing StepCache. Holds raw walk + swim masks and destination Z -/// values for each of 256 cells in a 16x16 chunk, plus build-time metadata (multis version, multi-Z strata) -/// and LRU bookkeeping. +/// Per-chunk storage backing : walk + swim masks and destination Zs for +/// each of the 256 cells in a 16x16 chunk, plus the optional multi-Z strata and swim layers and +/// the LRU timestamp. /// internal sealed class StepChunk { public const int CellsPerChunk = 256; // 16 x 16 - /// Bit i of WalkMask[c] = "default walker can step from cell c to neighbor (Direction)i". - /// Raw — no diagonal corner-cut applied here. + /// Bit i of WalkMask[c]: a default walker can step from cell c to neighbour (Direction)i. + /// Raw — no diagonal corner-cut applied, so callers must AND the partner bits themselves. public readonly byte[] WalkMask = new byte[CellsPerChunk]; - /// Bit i of WetMask[c] = "swim-only mob can step from cell c to neighbor (Direction)i". - /// Layered with WalkMask via canSwim/cantWalk capability flags. + /// Bit i of WetMask[c]: a swim-only mob can step from cell c to neighbour (Direction)i. public readonly byte[] WetMask = new byte[CellsPerChunk]; public readonly sbyte[] SourceZ = new sbyte[CellsPerChunk]; @@ -40,14 +39,13 @@ internal sealed class StepChunk public readonly sbyte[] SwimZNW = new sbyte[CellsPerChunk]; /// - /// Swim layer — populated only for chunks containing at least one shore cell (a cell - /// with both a walkable land surface and a water surface separated by > StepHeight). - /// On shore cells, queries from the swim source Z miss the primary source-Z guard; - /// the swim layer carries the correct wetMask + per-direction destination Zs computed - /// from the water surface's perspective. For non-shore cells in a chunk that has the - /// layer, [cell] = sentinel. - /// All swim-layer arrays are null on chunks with no shore cells (~90% of map chunks - /// on Trammel) — zero memory cost on the common case. + /// Marks a cell with no swim-layer entry, in a chunk that has the layer. + /// + /// The swim layer exists only on chunks holding at least one shore cell — a cell with both a + /// walkable surface and a water surface more than StepHeight apart. A swim query there sits + /// too far from the primary SourceZ to pass the source-Z guard, so the layer carries a second + /// mask and destination-Z set computed from the water surface instead. Chunks with no shore + /// cells leave every swim-layer array null. /// public const sbyte NoSwimLayerCell = sbyte.MinValue; @@ -79,9 +77,8 @@ internal sealed class StepChunk public sbyte[] SwimZNW_Layer => _swimZNW_extra; /// - /// Lazily allocates the swim-layer arrays and seeds with - /// the sentinel. Called at bake time the first time a - /// shore cell is detected in this chunk. + /// Allocates the swim-layer arrays and seeds with + /// . Called on the first shore cell found in this chunk. /// internal void AllocateSwimLayer() { @@ -105,28 +102,30 @@ internal sealed class StepChunk } } - /// Sentinel: cell has no strata — single-Z, use the main Walk/Wet arrays. + /// + /// Marks a single-Z cell: no strata, read the main Walk/Wet arrays instead. Because this + /// takes ushort.MaxValue, a real strata offset is at most NoStrata - 1, which bounds + /// to NoStrata bytes. + /// public const ushort NoStrata = ushort.MaxValue; /// - /// Length-256 offset table: StrataOffsetByCell[cell] = byte offset into - /// where this cell's strata begin, or - /// for cells without multi-Z. Null when the chunk has zero multi-Z cells. + /// Length-256 table mapping a cell to the byte offset in where its + /// strata begin, or . Null when no cell in the chunk is multi-Z. /// private ushort[] _strataOffsetByCell; /// - /// Packed per-cell strata. For each cell with strata: - /// u8 stratumCount, then stratumCount × Stratum (19 bytes each): - /// sbyte zCenter, byte walkMask, byte wetMask, - /// sbyte walkZ_N..NW (8), sbyte swimZ_N..NW (8) + /// Packed strata for the multi-Z cells. Per cell: u8 stratumCount, then stratumCount records + /// of bytes — sbyte zCenter, byte walkMask, byte wetMask, + /// sbyte walkZ_N..NW (8), sbyte swimZ_N..NW (8). /// private byte[] _strataData; - /// Snapshot of Sector.MultisVersion at the time this chunk was built. + /// Reserved. Chunks are static-only, so this is always 0. public int BuiltMultisVersion; - /// Updated on every cache hit/miss. Used by LRU fallback eviction. + /// Refreshed on every query that reaches this chunk. Drives LRU eviction. public long LastTouchedTicks; /// Size in bytes of one Stratum record in StrataData. @@ -140,10 +139,8 @@ internal sealed class StepChunk _strataData == null ? ReadOnlySpan.Empty : _strataData.AsSpan(); /// - /// Single-shot setter for the chunk's strata. Pass null/null to clear (chunk becomes - /// "no multi-Z"). Otherwise must be length 256 with - /// for cells without strata, and the - /// packed strata records. + /// Sets the chunk's strata in one shot. must be length 256, + /// carrying for single-Z cells. Pass null/null to clear. /// internal void SetStrata(ushort[] offsetByCell, byte[] data) { @@ -151,18 +148,17 @@ internal sealed class StepChunk _strataData = data; } - /// Serialization hook: returns the raw offset array (or null if no strata). + /// Serialization hook: the raw offset array, or null if the chunk has no strata. internal ushort[] GetStrataOffsetByCellForSerialization() => _strataOffsetByCell; - /// Serialization hook: returns the raw data array (or null if no strata). + /// Serialization hook: the raw data array, or null if the chunk has no strata. internal byte[] GetStrataDataForSerialization() => _strataData; /// - /// True when every cell shares one value across WalkMask, WetMask, SourceZ, and all 16 - /// directional-Z arrays, and the chunk has neither multi-Z strata nor a swim layer. Such a - /// chunk serializes to a ~28-byte uniform record (StepCacheFile v5) instead of the full - /// record. Chunks with a swim layer (shore cells) are never uniform — their per-cell swim - /// data must be preserved via the Full record. + /// True when all 256 cells share one value across WalkMask, WetMask, SourceZ and every + /// directional-Z array, with no strata and no swim layer — open water or solid rock, mostly. + /// collapses such a chunk to a ~28-byte record. A swim layer + /// disqualifies a chunk outright: its per-cell shore data would not survive the collapse. /// internal bool IsUniform() => _strataOffsetByCell == null && !HasSwimLayer diff --git a/Projects/UOContent/Engines/Pathing/Cache/StepMask.cs b/Projects/UOContent/Engines/Pathing/Cache/StepMask.cs index 832f3d853..6817f9ae0 100644 --- a/Projects/UOContent/Engines/Pathing/Cache/StepMask.cs +++ b/Projects/UOContent/Engines/Pathing/Cache/StepMask.cs @@ -1,10 +1,10 @@ namespace Server.Engines.Pathing.Cache; /// -/// Per-cell, per-direction static walkability data baked by -/// and stored by . WalkMask + WalkZ_* applies under default-walker -/// rules (cantWalk=false, canSwim=false). WetMask + SwimZ_* applies under swim-only rules -/// (cantWalk=true, canSwim=true). Algorithms layer the right rules per mobile. +/// Per-cell, per-direction walkability baked by and stored by +/// . Two rule sets travel together: WalkMask + WalkZ_* for a default +/// walker (cantWalk=false, canSwim=false), WetMask + SwimZ_* for a swim-only mob +/// (cantWalk=true, canSwim=true). Callers overlay whichever applies to the mobile. /// public readonly struct StepMask( byte walkMask, @@ -49,8 +49,8 @@ public readonly struct StepMask( public readonly CacheHitKind HitKind = hitKind; /// - /// True when the cache produced a usable answer (Hit / Miss_NotBuilt / Miss_DirtyRebuild). - /// False on Fallthrough_*, in which case the caller must use the slow path for this cell. + /// True when the cache produced a usable answer. False on any Fallthrough_*, where the + /// payload is all zeroes and the caller must resolve this cell via the slow path. /// public bool IsHit => HitKind <= CacheHitKind.Miss_DirtyRebuild; diff --git a/Projects/UOContent/Engines/Pathing/Cache/StepProbe.cs b/Projects/UOContent/Engines/Pathing/Cache/StepProbe.cs index e45fc602c..54a880b51 100644 --- a/Projects/UOContent/Engines/Pathing/Cache/StepProbe.cs +++ b/Projects/UOContent/Engines/Pathing/Cache/StepProbe.cs @@ -4,39 +4,37 @@ using CalcMoves = Server.Movement.Movement; namespace Server.Engines.Pathing.Cache; /// -/// Computes static-only walkability for a single cell — the per-cell, per-direction -/// "can step" mask and destination Z, based purely on land + statics.mul tiles (NOT -/// multis). Mirrors .Check minus the item and mobile collision -/// phases. Multis (houses, boats) are intentionally excluded: they're dynamic content, so -/// cells they cover route to the live movement path via 's -/// multi-halo fallthrough rather than being baked into the static chunk cache. +/// Computes the 8-direction "can step" mask and destination Zs for a single cell from land and +/// statics alone. Mirrors .Check minus the item and mobile collision +/// phases, which belong to the caller's dynamic-obstacle pass. +/// +/// Multis (houses, boats) are excluded from the static bake because they are dynamic content; +/// cells they cover route to the live movement path via 's multi halo. +/// is the opt-in exception for those cells. +/// +/// Each call bakes both rule sets: walker (canSwim=false, cantWalk=false) and swim-only +/// (canSwim=true, cantWalk=true). Diagonal corner-cut is not applied — callers hold the partner +/// bits in the same mask byte and combine them at query time. /// -/// -/// Bakes two rule sets per cell: walker (canSwim=false, cantWalk=false) and swim-only -/// (canSwim=true, cantWalk=true). Item / mobile collision phases are omitted (they're -/// the dynamic-obstacle pass's job). Diagonal corner-cut is NOT applied here; callers -/// must AND the partner-cell results at query time. -/// public static class StepProbe { private const int PersonHeight = 16; private const int StepHeight = 2; /// - /// Writes the distinct surface Zs at (x, y) that a default walker (PersonHeight envelope) - /// can actually STAND on — each candidate surface (walkable land center + every walkable - /// static top) that has PersonHeight of vertical clearance free of impassable statics — - /// into , ascending, and returns the count. + /// Writes the surface Zs at (x, y) a default walker can actually stand on into + /// , ascending, and returns the count. A candidate surface — the + /// walkable land centre, or any walkable static's top — qualifies only if a PersonHeight + /// envelope above it is clear of impassable statics. /// - /// Clearance-aware: it drops surfaces a creature cannot occupy (land under a sewer walkway, - /// ground under a low bridge), so the result is exactly the set of standing Zs the slow path - /// can resolve to. Two standable surfaces are inherently >= PersonHeight apart (an upper - /// surface within PersonHeight of a lower one removes the lower one's clearance), so a - /// single ascending pass with an exact-duplicate skip is sufficient. + /// The clearance test is what makes this the exact set of standing Zs the slow path can + /// resolve to: it drops surfaces a creature cannot occupy, like the land beneath a sewer + /// walkway or a low bridge. That in turn means two surviving surfaces are always at least + /// PersonHeight apart (an upper surface any closer would have taken the lower one's + /// clearance away), so one ascending pass with a duplicate skip suffices. /// - /// Used by the baker to capture walkable static-over-land surfaces (sewer/dungeon - /// walkways, bridges, raised foundations, upper building floors) that the land-anchored - /// main mask would otherwise miss. + /// The baker anchors each cell here so static-over-land geometry — walkways, bridges, raised + /// foundations, upper floors — bakes at the Z a creature stands on rather than the land average. /// public static int ComputeStandableSurfaceZs(Map map, int x, int y, Span zs) { @@ -106,21 +104,17 @@ public static class StepProbe ComputeMaskCore(map, x, y, sourceZ, includeMultis: false); /// - /// Multi-aware counterpart to : synthesizes the full 8-direction - /// walkability mask for a cell covered by (or adjacent to) a multi, folding house/boat component - /// tiles into the surface/step logic via GetStaticAndMultiTiles. Replaces the slow path's 8x - /// per-cell CheckMovement for Fallthrough_Multi cells. Item/mobile collision is still handled by - /// the caller's dynamic-obstacle pass. + /// Multi-aware counterpart to , for cells a multi covers or + /// neighbours: folds house/boat component tiles into the same surface/step logic. Builds the + /// whole 8-direction mask in one pass, where the slow path would run CheckMovement eight times. /// public static StepMask ComputeMultiMaskAt(Map map, int x, int y, sbyte sourceZ) => ComputeMaskCore(map, x, y, sourceZ, includeMultis: true); /// - /// Shared per-cell 8-direction mask builder. With includeMultis=false this reproduces the - /// static-only bake (land + statics.mul). With includeMultis=true it also folds in multi - /// (house/boat) component tiles via GetStaticAndMultiTiles — the multi-aware synthesizer used - /// for Fallthrough_Multi cells. Item/mobile collision phases are still omitted (the dynamic pass - /// owns them). + /// Shared 8-direction mask builder behind and + /// . is the only difference: + /// it swaps the tile source to GetStaticAndMultiTiles so house and boat components participate. /// private static StepMask ComputeMaskCore(Map map, int x, int y, sbyte sourceZ, bool includeMultis) { @@ -140,8 +134,8 @@ public static class StepProbe byte wetMask = 0; Span walkZs = stackalloc sbyte[8]; Span swimZs = stackalloc sbyte[8]; - // stackalloc is NOT zero-initialized — unwritten slots hold whatever was on the - // stack. Clear before use; the loop only writes slots where the step succeeds. + // stackalloc is not zero-initialized, and the loop below writes a slot only where the + // step succeeds, so blocked directions would otherwise carry stack garbage. walkZs.Clear(); swimZs.Clear(); @@ -178,10 +172,10 @@ public static class StepProbe } /// - /// Returns the slow path's standing-Z for a default walker at (x, y). Mirrors - /// MovementImpl.Check's surface-selection — paver Z+1 for paver-over-ground, - /// landCenter for bare land. Used by to bake SourceZ so - /// A*'s tracked-per-cell Z matches the cache's bake-time assumption. + /// The standing-Z a default walker at (x, y) resolves to under the slow path's + /// surface-selection rules: paver Z+1 over paver-on-ground, land centre on bare land. + /// The baker anchors cells with instead, which is + /// clearance-aware; this remains the direct MovementImpl equivalent for parity checks. /// public static int ComputeStandingZ(Map map, int x, int y, int locZ) { diff --git a/Projects/UOContent/Engines/Pathing/PathCacheCommands.cs b/Projects/UOContent/Engines/Pathing/PathCacheCommands.cs index 14a41b6c0..f14886564 100644 --- a/Projects/UOContent/Engines/Pathing/PathCacheCommands.cs +++ b/Projects/UOContent/Engines/Pathing/PathCacheCommands.cs @@ -8,23 +8,23 @@ namespace Server.Engines.Pathing; /// /// Admin commands for inspecting and operating the pathfinding step cache. -/// [PathCacheStats — current resident-chunk count + hit/miss/eviction telemetry. -/// [PathCacheClear — drop all cached chunks, close lazy readers, zero counters. -/// [PathBake — walk a whole map building the full static cache, then save it. -/// [PathCacheSave — persist resident chunks per map to Data/Pathfinding/<mapId>.swb. -/// [PathCacheLoad — open those files as lazy backing stores. Also runs at startup. -/// [PathRecord — toggle JSONL telemetry capture for replay / benchmark corpora. +/// [PathCacheStats — resident-chunk count and hit/miss/eviction telemetry. +/// [PathCacheClear — drop all cached chunks, close the .swb readers, zero the counters. +/// [PathBake — build a map's full static cache and save it. +/// [PathCacheSave — persist the resident chunks to Data/Pathfinding/<mapId>.swb. +/// [PathCacheLoad — open those files as backing stores. Also runs at startup. +/// [PathRecord — toggle capture of pathfind telemetry. /// -/// The step cache works WITHOUT any .swb file — chunks build on demand as creatures path. -/// A baked .swb is an optional optimization that removes first-pathfind-after-boot latency -/// for shard owners who want it; is how you produce one. +/// None of this is required: the cache builds chunks on demand as creatures path, with or without +/// a .swb on disk. Baking one is purely an optimization that trades disk and a few minutes of bake +/// time for the removal of first-pathfind-after-boot latency. /// public static class PathCacheCommands { private static readonly ILogger logger = LogFactory.GetLogger(typeof(PathCacheCommands)); - // modernuo.json flag: when true, Initialize() bakes any missing/stale .swb at startup. - // The first-boot ConfigurePrompts() prompt writes it. + // When set, Initialize() bakes any missing or stale .swb at startup. ConfigurePrompts() asks + // for it on first boot. private const string PrebakeSetting = "pathfinding.prebakeMaps"; private static string PathFor(int mapId) => @@ -32,9 +32,8 @@ public static class PathCacheCommands public static void Configure() { - // Resident-chunk cap is shard-tunable. Default 8192 ≈ 40 MB; small shards may - // want lower, large shards (or full-map bakes) may want higher. Setting is - // written back to server.cfg on first boot for discoverability. + // Resident-chunk cap, shard-tunable — the default works out to roughly 40 MB. Written back + // to server.cfg on first boot so it's discoverable. StepCache.Instance.MaxResidentChunks = ServerConfiguration.GetOrUpdateSetting( "pathfinding.maxResidentChunks", 8192 @@ -52,13 +51,13 @@ public static class PathCacheCommands } /// - /// First-boot prompt, auto-invoked by AssemblyHandler.Invoke("ConfigurePrompts") in - /// the startup sequence — after assemblies load (so content can prompt) but before Serilog - /// starts, so the console prompt isn't interleaved with async log output. Offers to pre-bake - /// the pathfinding .swb cache for the selected maps; the answer persists in - /// modernuo.json (), so it's asked exactly once. Skipped when the - /// setting already exists or when input is redirected (headless/CI) — operators can set the - /// flag directly. The bake itself happens later in . + /// Asks, once, whether to pre-bake the .swb cache; does the work later. + /// The answer persists, so the question is never repeated, and it's skipped entirely when input + /// is redirected — a headless or CI boot sets directly instead. + /// + /// Runs in the ConfigurePrompts phase because that's the one window where content can prompt: + /// assemblies are loaded, but Serilog hasn't started, so console output won't interleave with + /// async log writes. /// public static void ConfigurePrompts() { @@ -81,16 +80,15 @@ public static class PathCacheCommands } /// - /// Auto-invoked by AssemblyHandler.Invoke("Initialize") after the tile matrix and - /// world are loaded. When is set, bakes any map whose - /// .swb is missing or stale, so the first pathfind on each region is already warm. A - /// fresh cache makes this a no-op, so only first boot — or a client/map update that changes - /// the fingerprint — pays the cost. + /// Bakes any map whose .swb is missing or stale, when is + /// set. Runs in the Initialize phase, once the tile matrix and world are loaded. An up-to-date + /// cache makes it a no-op, so the cost lands only on a first boot or after a client or map + /// update moves the fingerprint. /// - /// Validity is decided by : runs - /// in the earlier Configure phase, opening (and fingerprint- - /// validating) a reader for every up-to-date .swb. So a map with an open reader is - /// already good and we skip it — no need to recompute the fingerprint a second time here. + /// A map is judged up-to-date by whether it has an open reader. + /// already ran in the earlier Configure phase and only opens a reader for a .swb whose + /// fingerprint validates, so an open reader is proof of a good bake — no need to fingerprint + /// the map a second time here. /// public static void Initialize() { @@ -110,7 +108,7 @@ public static class PathCacheCommands if (StepCache.Instance.HasLazyReader(map.MapID)) { - continue; // AutoLoadAtStartup already opened a fingerprint-valid .swb for this map + continue; // already has a fingerprint-valid .swb open } var path = PathFor(map.MapID); @@ -127,15 +125,14 @@ public static class PathCacheCommands if (baked > 0) { logger.Information("PathBake: pre-bake complete ({Count} map(s) written).", baked); - AutoLoadAtStartup(); // (re)open the freshly written files as lazy backing stores + AutoLoadAtStartup(); // reopen what we just wrote } } /// - /// Open Data/Pathfinding/<mapId>.swb as a lazy backing store for every map. - /// Reads only the header + chunk-offset index up front (~16 bytes per chunk); - /// individual chunk records are fetched on demand when the cache asks for them. - /// RAM stays bounded by MaxResidentChunks regardless of file size. + /// Opens Data/Pathfinding/<mapId>.swb as a backing store for every map. Only the header and + /// index are read up front; chunk records are fetched as the cache asks for them, so resident + /// memory stays bounded by the LRU cap however large the files are. /// private static void AutoLoadAtStartup() { @@ -196,9 +193,9 @@ public static class PathCacheCommands continue; } - // BakeMap walks the whole map (building every chunk) and writes the .swb. The - // chunks are left resident afterward; drop them so peak memory is bounded to one - // map at a time and the post-command footprint returns to the LRU cap. + // BakeMap leaves every chunk it built resident. Drop them between maps so peak memory + // is one map's worth rather than all of them, and the footprint afterwards is back + // under the LRU cap. var written = StepCache.Instance.BakeMap(map.MapID, PathFor(map.MapID)); StepCache.Instance.ClearResidentChunks(); @@ -218,8 +215,7 @@ public static class PathCacheCommands return; } - // Reopen the freshly written files as lazy backing stores so they're usable now - // without a restart (resident memory stays bounded by the LRU cap). + // Reopen what we just wrote, so the bake is usable immediately without a restart. AutoLoadAtStartup(); from.SendMessage($"PathBake: {totalChunks} chunks across {totalMaps} map(s) in {sw.Elapsed.TotalSeconds:F1}s; lazy readers reopened."); } diff --git a/Projects/UOContent/Engines/Pathing/PathDiag.cs b/Projects/UOContent/Engines/Pathing/PathDiag.cs index d115c3c6c..38bd36bc4 100644 --- a/Projects/UOContent/Engines/Pathing/PathDiag.cs +++ b/Projects/UOContent/Engines/Pathing/PathDiag.cs @@ -8,26 +8,19 @@ using Server.Targeting; namespace Server.Engines.Pathing; /// -/// Developer diagnostic for the bitmap A* step cache. Stand where a creature would start, -/// run [PathDiag, and target the goal. The detailed report is appended to -/// Logs/pathdiag.log; a short summary is sent to the invoking client. For the route -/// it records: -/// 1. the raw tile makeup of the start and goal cells (land + statics) and the -/// clearance-aware standable surfaces the baker anchors to — the ground truth for -/// "why does the cache (not) serve this cell"; -/// 2. one warm -served Find with the per-pathfind cache -/// hit/fallthrough breakdown and fallthrough fraction — a high fallthrough fraction -/// means the cache isn't helping the route (it pays the lookup then uses the slow path); -/// 3. warm timing over many iterations. +/// Diagnoses why the step cache does or doesn't serve a given route. Stand where the creature +/// would start, run [PathDiag, target the goal; the full report lands in +/// Logs/pathdiag.log and a summary goes to the client. It reports the tile makeup of the +/// start and goal cells alongside the standable surfaces the baker anchors to, the cache +/// hit/fallthrough breakdown for one warm Find, and warm timings. /// -/// Primarily useful when bringing up custom maps / facets: it shows whether static-over-land -/// geometry (dungeon walkways, bridges, stairs, raised foundations, stacked floors) is being -/// baked at the right Z. +/// The fallthrough fraction is the number to read: a high one means the cache is paying for a +/// lookup on every cell and then taking the slow path anyway. That usually points at +/// static-over-land geometry — dungeon walkways, bridges, stairs, stacked floors — baking at the +/// wrong Z, which is why this is most useful when bringing up a custom map or facet. /// -/// Output goes to a log file rather than the console because the live server uses Serilog and -/// raw Console writes interleave badly with it. The promotion gate is forced to eager -/// (threshold 1) for the duration so the cache builds on first touch and the numbers reflect -/// its best case; the previous threshold is restored afterward. +/// The promotion gate is forced eager for the duration, so the numbers reflect the cache's best +/// case rather than an artifact of chunks not having been built yet. /// public static class PathDiag { @@ -67,7 +60,7 @@ public static class PathDiag var cache = StepCache.Instance; var previousThreshold = cache.MissPromotionThreshold; - cache.MissPromotionThreshold = 1; // eager build — measure the cache's best case + cache.MissPromotionThreshold = 1; // build eagerly, so we measure the cache's best case StreamWriter log = null; try @@ -99,9 +92,8 @@ public static class PathDiag } /// - /// Writes the raw tile makeup of one cell plus the surfaces the baker anchors to. A large - /// gap between the query Z and the standable surfaces is the signature of a route the - /// cache can't serve (the creature stands on a static surface far from the land average). + /// Dumps one cell's tiles and the surfaces the baker anchors to. A wide gap between the query Z + /// and every standable surface is the signature of a cell the cache can't serve. /// private static void DumpCell(TextWriter log, Map map, int x, int y, int queryZ, string label) { @@ -133,9 +125,8 @@ public static class PathDiag } /// - /// Runs one warm Find and records the StepCache counter delta for it — the per-pathfind - /// cache hit/fallthrough mix and the fallthrough fraction. Returns a summary for the - /// caller to relay to the player. + /// Runs one Find against a warm cache and reports the counter delta it produced — the + /// hit/fallthrough mix for that single pathfind. /// private static (string result, double fallthroughPct, long total) RunInstrumentedFind( TextWriter log, Mobile from, Map map, Point3D start, Point3D goal @@ -143,7 +134,8 @@ public static class PathDiag { var cache = StepCache.Instance; - // Warm every chunk the route touches before measuring. + // Build every chunk the route touches first, so the measured Find below reports steady-state + // behaviour rather than first-touch misses. for (var i = 0; i < 3; i++) { BitmapAStarAlgorithm.Instance.Find(from, map, start, goal); diff --git a/Projects/UOContent/Engines/Pathing/PathfindRecorder.cs b/Projects/UOContent/Engines/Pathing/PathfindRecorder.cs index f21637dc4..c3490d235 100644 --- a/Projects/UOContent/Engines/Pathing/PathfindRecorder.cs +++ b/Projects/UOContent/Engines/Pathing/PathfindRecorder.cs @@ -7,25 +7,14 @@ using Server.Text; namespace Server.Engines.Pathing; /// -/// Admin-toggled telemetry: appends a JSONL line per pathfind request to a file. -/// One record per BitmapAStarAlgorithm.Find call, capturing the inputs (start, goal, -/// map, capability flags) needed to replay the scenario in benchmarks. Output format -/// matches the corpus the BDN harness consumes. +/// Appends one JSONL record per pathfind, capturing the inputs — start, goal, map, capability +/// flags — needed to replay it later in a benchmark. Toggled at runtime with [PathRecord; +/// only seeds the initial state from server.cfg. /// -/// Hot-toggleable at runtime via the [PathRecord admin command — no restart needed. -/// only seeds the initial state from server.cfg -/// (pathfinding.recorder.enable, default false). -/// -/// Holds a single StreamWriter open while recording; its internal buffer absorbs -/// per-record writes without per-call File.Open / File.Append. Each record is built -/// in a stack-allocated ValueStringBuilder (zero per-int allocation for the field -/// formatting), then handed to the writer as a ReadOnlySpan<char>. -/// -/// Workload note: intended for short bursts of capture (turn on, walk a region -/// or trigger a scenario, turn off). On a busy server with hundreds of pathfinds -/// per second, sustained recording can saturate the StreamWriter's 4 KB buffer and -/// block the game thread on disk writes. A backpressure-aware async sink is a -/// future enhancement if 24/7 capture becomes a use case. +/// Meant for short bursts: turn it on, walk the region or trigger the scenario, turn it off. The +/// writes go through a StreamWriter's buffer on the game thread, so a busy shard doing hundreds of +/// pathfinds a second can saturate that buffer and stall the loop on disk I/O. Sustained capture +/// would need an async sink with backpressure. /// public static class PathfindRecorder { @@ -52,9 +41,8 @@ public static class PathfindRecorder } /// - /// Toggle recording. When enabling, opens an append-mode StreamWriter; when - /// disabling, flushes + disposes it. Idempotent — calling twice with the same - /// state is a no-op. + /// Toggles recording, opening the file on enable and flushing and closing it on disable. + /// Idempotent. /// public static void SetEnabled(bool enabled) { @@ -98,9 +86,8 @@ public static class PathfindRecorder } /// - /// Force a flush of the writer's internal buffer to disk. Safe to call when - /// disabled (no-op). Useful after a burst of recording when an admin wants to - /// inspect the file without waiting for buffer fill or disable. + /// Pushes the writer's buffer to disk, so a capture can be inspected without disabling first. + /// No-op when disabled. /// public static void Flush() { @@ -115,9 +102,8 @@ public static class PathfindRecorder } /// - /// Capture one Find call. Hot path: cheap when disabled (single bool check). - /// When enabled, formats one JSONL line and writes it through the StreamWriter's - /// internal buffer — flush is amortized across many calls. + /// Records one Find. Sits on the pathfinding hot path, so it costs a single bool check when + /// disabled. /// public static void RecordIfEnabled(Mobile m, Map map, Point3D start, Point3D goal) { @@ -140,9 +126,8 @@ public static class PathfindRecorder try { - // One interpolation handles every numeric field with no per-int ToString - // allocation; bool fields use explicit literal spans because JSON wants - // lowercase "true"/"false" and bool.ToString() yields "True"/"False". + // One interpolation covers every numeric field without a per-field ToString. The bools + // are appended as literals because JSON wants lowercase and bool.ToString() capitalizes. using var vsb = ValueStringBuilder.Create(192); vsb.Append( $"{{\"Name\":\"recorded\",\"MapId\":{map.MapID},\"StartX\":{start.X},\"StartY\":{start.Y},\"StartZ\":{start.Z},\"GoalX\":{goal.X},\"GoalY\":{goal.Y},\"GoalZ\":{goal.Z},\"CanSwim\":"