feat: Replace FastAStarAlgorithm with BitmapAStarAlgorithm (#2446)
## Summary Replaces `FastAStarAlgorithm` with `BitmapAStarAlgorithm`: one cache lookup per cell expansion (8-direction mask + per-direction destination Z) instead of 8 separate `MovementImpl.CheckMovement` calls. Adds the supporting cache infrastructure to back it. Public API unchanged — `MovementPath` / `Mobile.Move` / `CalcMoves.Find` return the same shapes; the algorithm swap is internal. ## What's in this PR - **`BitmapAStarAlgorithm`** — A* that issues one `StepCache.TryGetMask` call per cell expansion. Inline fallthrough to the per-cell slow path for multi-Z, off-map, source-Z mismatch, and non-default walkers. - **`StepCache`** — singleton chunk store keyed by `(mapId, chunkX, chunkY)`. Lazily built on first query, invalidated by `Sector.MultisVersion` mismatch, memory-bounded by sampled probabilistic LRU. - **`StepProbe`** — computes static-only walkability for a single cell, mirroring `MovementImpl.Check` minus the item / mobile collision phases. - **`StepMask` / `StepChunk`** — value / storage types for the per-cell results. - **`CacheEvictionTimer`** — periodic cap backstop (60s interval; early-returns when not over cap). - **`Map.Sector.MultisVersion`** promoted to `public` so the cache can detect dynamic-static invalidations cheaply. ## Eviction strategy Sampled probabilistic LRU (Redis-style). Per eviction, sample 5 random keys from a parallel `List<long>` kept in lockstep with the chunk dictionary; evict the oldest of the sample via swap-and-pop. O(1) per eviction regardless of resident count, so sustained cap pressure has no perpetual perf hit. ## Capability handling (interim) Non-default walkers (non-GM players, creatures with `CanSwim` / `CanFly` / `CanOpenDoors` / `CanMoveOverObstacles`) route entirely through the per-cell slow path via `BitmapAStarAlgorithm.GetSuccessorsSlowPath`. The 2-pass design (cache + capability overlay + dynamic-obstacle pass) lands in the follow-up PR.
This commit is contained in:
parent
ee1bf23b72
commit
6a3804addc
16 changed files with 1832 additions and 50 deletions
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@ -1875,7 +1875,7 @@ public sealed partial class Map : IComparable<Map>, ISpanFormattable, ISpanParsa
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internal List<BaseMulti> Multis => _multis ?? m_DefaultMultiList;
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internal int MultisVersion => _multisVersion;
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public int MultisVersion => _multisVersion;
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internal ref readonly ValueLinkList<Mobile> Mobiles => ref _mobiles;
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91
Projects/UOContent.Tests/Fixtures/PathfindingTestFixture.cs
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91
Projects/UOContent.Tests/Fixtures/PathfindingTestFixture.cs
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@ -0,0 +1,91 @@
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using System;
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using System.IO;
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using System.Reflection;
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using Server.Items;
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using Server.Misc;
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using Server.Movement;
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using Server.Tests.Maps;
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using Xunit;
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namespace Server.Tests.Pathfinding;
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[CollectionDefinition("Sequential Pathfinding Tests", DisableParallelization = true)]
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public class PathfindingTestFixture : ICollectionFixture<PathfindingTestFixture>, IDisposable
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{
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public PathfindingTestFixture()
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{
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Core.ApplicationAssembly = Assembly.GetExecutingAssembly();
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Core.LoopContext = new EventLoopContext();
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Core.Expansion = Expansion.EJ;
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ServerConfiguration.Load(true);
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ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
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var clientFiles = Environment.GetEnvironmentVariable("MODERNUO_TEST_DATA_DIR")
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?? @"C:\Ultima Online Classic";
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ServerConfiguration.DataDirectories.Add(clientFiles);
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AssemblyHandler.LoadAssemblies(["Server.dll", "UOContent.dll"]);
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SkillsInfo.Configure();
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Server.Network.NetState.Configure();
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TestMapDefinitions.ConfigureTestMapDefinitions();
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World.Configure();
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Timer.Init(0);
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RaceDefinitions.Configure();
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MovementImpl.Configure();
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World.Load();
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World.ExitSerializationThreads();
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DecayScheduler.Configure();
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// TileData's static cctor short-circuits when running under xUnit
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// (see Server/TileData.cs:295). Force-load via reflection so LandTable/ItemTable
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// flags are populated; without this, every tile reads as flag=None and
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// MovementImpl.CheckMovement treats everything as walkable.
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ForceLoadTileData();
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VerifyTrammelTileDataLoaded();
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}
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private static void ForceLoadTileData()
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{
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var loadMethod = typeof(TileData).GetMethod(
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"Load",
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BindingFlags.Static | BindingFlags.NonPublic
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);
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if (loadMethod == null)
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{
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throw new InvalidOperationException(
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"TileData.Load not found via reflection — engine may have refactored."
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);
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}
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loadMethod.Invoke(null, null);
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}
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private static void VerifyTrammelTileDataLoaded()
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{
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var trammel = Map.Maps[1];
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if (trammel == null)
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{
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throw new InvalidOperationException(
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"Trammel (mapId=1) was not registered. Check TestMapDefinitions."
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);
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}
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var tile = trammel.Tiles.GetLandTile(1500, 1600);
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if (tile.ID == 0)
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{
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throw new InvalidOperationException(
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$"Trammel tile data did not load — GetLandTile(1500,1600) returned ID 0. " +
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$"Verify Distribution/Data/map1*.mul (or map1LegacyMUL.uop) is present at " +
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$"{Path.Combine(Core.BaseDirectory, "Data")}."
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);
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}
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}
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public void Dispose()
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{
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Timer.Init(0);
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}
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}
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@ -0,0 +1,109 @@
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using Server.Engines.Pathing.Cache;
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using Server.Mobiles;
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using Server.PathAlgorithms.BitmapAStar;
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using Xunit;
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using Xunit.Abstractions;
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namespace Server.Tests.Pathfinding;
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/// <summary>
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/// Smoke tests for <see cref="BitmapAStarAlgorithm"/>'s two branches: cache-direct fast
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/// path (default walkers) and per-cell slow path (capability creatures and non-GM players).
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/// Exercised end-to-end against the real Trammel TileMatrix to ensure neither regresses
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/// to "no path found" on reachable goals.
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/// </summary>
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[Collection("Sequential Pathfinding Tests")]
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public class BitmapAStarAlgorithmTests
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{
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private readonly ITestOutputHelper _output;
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public BitmapAStarAlgorithmTests(ITestOutputHelper output)
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{
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_output = output;
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}
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[Theory]
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// Pinned cell (1500, 1600, z=10): mask=0xC1 → N, W, NW walkable.
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// Use start.Z for goal.Z so destNode lands in the same Z plane the algorithm reaches
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// during expansion (GetAverageZ at the goal cell may differ from the engine's
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// runtime-computed standing Z, which would break the destNode equality check).
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[InlineData(1500, 1600, 1498, 1598)] // NW, 2 cells diagonal
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[InlineData(1500, 1600, 1497, 1599)] // NW-ish, 3 W + 1 N
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public void DefaultWalker_FindsPath_ViaCacheFastPath(int sx, int sy, int gx, int gy)
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var stub = new DefaultWalkerStub();
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map.GetAverageZ(sx, sy, out _, out var startZ, out _);
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var start = new Point3D(sx, sy, (sbyte)startZ);
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var goal = new Point3D(gx, gy, (sbyte)startZ);
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stub.MoveToWorld(start, map);
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var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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stub.Delete();
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Assert.NotNull(result);
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Assert.NotEmpty(result);
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_output.WriteLine($"default-walker ({sx},{sy})->({gx},{gy}): {result.Length} steps");
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}
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[Theory]
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[InlineData(1500, 1600, 1498, 1598)] // NW, 2 cells diagonal
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[InlineData(1500, 1600, 1497, 1599)] // NW-ish, 3 W + 1 N
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public void CapabilityCreature_FindsPath_ViaInlineSlowPath(int sx, int sy, int gx, int gy)
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var stub = new SwimmingStub(World.NewMobile);
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stub.DefaultMobileInit();
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stub.CanSwim = true; // forces non-default-walker → inline GetSuccessorsSlowPath
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map.GetAverageZ(sx, sy, out _, out var startZ, out _);
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var start = new Point3D(sx, sy, (sbyte)startZ);
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var goal = new Point3D(gx, gy, (sbyte)startZ);
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stub.MoveToWorld(start, map);
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var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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stub.Delete();
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// Capability creature: assert reachability — exact length depends on terrain and
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// tie-breaking, but a swimmer should always reach a goal a default walker reaches
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// on dry land (CanSwim is permissive, never restrictive).
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Assert.NotNull(result);
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Assert.NotEmpty(result);
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_output.WriteLine($"swimmer ({sx},{sy})->({gx},{gy}): {result.Length} steps");
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}
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/// <summary>
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/// Plain Mobile — IsDefaultWalker returns true, the bitmap algorithm uses the cache
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/// fast path on every expansion.
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/// </summary>
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private sealed class DefaultWalkerStub : Mobile
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{
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public DefaultWalkerStub()
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{
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Body = 0xC9;
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}
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}
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/// <summary>
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/// BaseCreature with CanSwim=true — IsDefaultWalker returns false, the bitmap
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/// algorithm short-circuits GetSuccessors to GetSuccessorsSlowPath on every cell.
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/// Use the Serial constructor (deserialization path) to bypass NPCSpeeds init,
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/// which requires the npc-speeds.json table loaded — not available in tests.
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/// </summary>
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private sealed class SwimmingStub : BaseCreature
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{
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public SwimmingStub(Serial serial) : base(serial)
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{
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Body = 0xC9;
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}
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}
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}
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@ -0,0 +1,229 @@
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using Server.Engines.Pathing.Cache;
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using Xunit;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class StepCacheLifecycleTests
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{
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[Fact]
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public void Singleton_IsAvailable()
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{
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var cache = StepCache.Instance;
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Assert.NotNull(cache);
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}
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[Fact]
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public void Clear_OnEmptyCache_LeavesStatsZero()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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var stats = cache.GetStats();
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Assert.Equal(0, stats.ResidentChunks);
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Assert.Equal(0L, stats.Hits);
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Assert.Equal(0L, stats.BuildsTotal);
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}
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[Fact]
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public void TryGetMask_FirstQuery_BuildsChunkAndReturnsBakerOutput()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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// Pinned cell (1500, 1600, z=10): mask=0xC1
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var ok = cache.TryGetMask(
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map, 1500, 1600, sourceZ: 10,
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out var mask,
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out var dN, out var dNE, out var dE, out var dSE,
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out var dS, out var dSW, out var dW, out var dNW,
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out var hitKind
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);
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Assert.True(ok);
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Assert.Equal(CacheHitKind.Miss_NotBuilt, hitKind);
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Assert.Equal((byte)0xC1, mask);
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Assert.Equal((sbyte)10, dN);
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Assert.Equal((sbyte)10, dW);
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Assert.Equal((sbyte)10, dNW);
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var stats = cache.GetStats();
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Assert.Equal(1, stats.ResidentChunks);
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Assert.Equal(1L, stats.MissesNotBuilt);
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Assert.Equal(1L, stats.BuildsTotal);
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// Second query of same cell → Hit
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var ok2 = cache.TryGetMask(
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map, 1500, 1600, sourceZ: 10,
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out var mask2,
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out _, out _, out _, out _, out _, out _, out _, out _,
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out var hitKind2
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);
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Assert.True(ok2);
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Assert.Equal(CacheHitKind.Hit, hitKind2);
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Assert.Equal((byte)0xC1, mask2);
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var stats2 = cache.GetStats();
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Assert.Equal(1, stats2.ResidentChunks);
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Assert.Equal(1L, stats2.Hits);
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}
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[Fact]
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public void TryGetMask_OffMap_ReturnsFalseFallthrough()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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var map = Map.Maps[1];
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var ok = cache.TryGetMask(
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map, -1, -1, sourceZ: 0,
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out var mask, out _, out _, out _, out _, out _, out _, out _, out _,
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out var hitKind
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);
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Assert.False(ok);
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Assert.Equal(CacheHitKind.Fallthrough_OffMap, hitKind);
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Assert.Equal((byte)0, mask);
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}
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[Fact]
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public void MultisVersion_Bump_TriggersDirtyRebuild()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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var map = Map.Maps[1];
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var sector = map.GetRealSector(1500 >> 4, 1600 >> 4);
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// First query: builds chunk, snapshots current MultisVersion.
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cache.TryGetMask(map, 1500, 1600, 10,
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out _, out _, out _, out _, out _, out _, out _, out _, out _,
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out var firstHitKind);
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Assert.Equal(CacheHitKind.Miss_NotBuilt, firstHitKind);
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// Bump _multisVersion via reflection.
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var versionField = typeof(Map.Sector).GetField(
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"_multisVersion",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
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);
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Assert.NotNull(versionField);
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var current = (int)versionField.GetValue(sector);
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versionField.SetValue(sector, current + 1);
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// Second query: detects version mismatch, rebuilds.
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cache.TryGetMask(map, 1500, 1600, 10,
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out _, out _, out _, out _, out _, out _, out _, out _, out _,
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out var secondHitKind);
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Assert.Equal(CacheHitKind.Miss_DirtyRebuild, secondHitKind);
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var stats = cache.GetStats();
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Assert.Equal(1L, stats.MissesDirtyRebuild);
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Assert.Equal(2L, stats.BuildsTotal);
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// Mutual-exclusivity invariant: every successful TryGetMask hits exactly one
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// outcome counter. Two queries above both returned true (the test cell is not
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// multi-Z and not off-map), so the three outcome counters must sum to 2 and the
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// fallthrough counters must be zero.
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Assert.Equal(2L, stats.MissesNotBuilt + stats.MissesDirtyRebuild + stats.Hits);
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Assert.Equal(0L, stats.FallthroughMultiZ);
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Assert.Equal(0L, stats.FallthroughOffMap);
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}
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[Fact]
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public void MultiZCell_RoutesToFallthrough()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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var map = Map.Maps[1];
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// Build a chunk first so it exists.
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cache.TryGetMask(map, 1500, 1600, 10,
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out _, out _, out _, out _, out _, out _, out _, out _, out _, out _);
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// Snapshot current FallthroughMultiZ in case (1500, 1600) is naturally multi-Z
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// in real tile data; we only assert the synthetic injection produces a delta of 1.
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var preInjectionFallthroughMultiZ = cache.GetStats().FallthroughMultiZ;
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// Inject a multi-Z bit via reflection on the resident chunk.
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var chunksField = typeof(StepCache).GetField(
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"_chunks",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
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);
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Assert.NotNull(chunksField);
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var chunks = (System.Collections.Generic.Dictionary<long, StepChunk>)chunksField.GetValue(cache);
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var key = StepCache.EncodeKey(map.MapID, 1500 >> 4, 1600 >> 4);
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Assert.True(chunks.ContainsKey(key));
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var chunk = chunks[key];
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// Mark cell at (1500, 1600) within the chunk as multi-Z.
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var cellIndex = ((1600 - ((1600 >> 4) << 4)) << 4) | (1500 - ((1500 >> 4) << 4));
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chunk.MarkCellMultiZ(cellIndex);
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var ok = cache.TryGetMask(map, 1500, 1600, 10,
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out _, out _, out _, out _, out _, out _, out _, out _, out _,
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out var hitKind);
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Assert.False(ok);
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Assert.Equal(CacheHitKind.Fallthrough_MultiZ, hitKind);
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var stats = cache.GetStats();
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Assert.Equal(preInjectionFallthroughMultiZ + 1L, stats.FallthroughMultiZ);
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}
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[Fact]
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public void LruCap_OverflowEvictsToCap()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MaxResidentChunks = 4;
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try
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{
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var map = Map.Maps[1];
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// Build 5 distinct chunks by querying different sectors.
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for (var i = 0; i < 5; i++)
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{
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var x = 1500 + (i * 16);
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var y = 1600;
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cache.TryGetMask(map, x, y, 10,
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out _, out _, out _, out _, out _, out _, out _, out _, out _, out _);
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System.Threading.Thread.Sleep(2); // ensure LastTouchedTicks differs
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}
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cache.EnforceLruCap();
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Assert.Equal(4, cache.GetStats().ResidentChunks);
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Assert.True(cache.GetStats().EvictionsByLruCap >= 1L);
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// _keysList must stay in lockstep with _chunks. A desync would silently
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// break sampled eviction (KeyNotFoundException on stale keys, or a stuck
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// resident set on missing keys).
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var chunksField = typeof(StepCache).GetField(
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"_chunks",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
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);
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var keysListField = typeof(StepCache).GetField(
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"_keysList",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
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);
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var chunks = (System.Collections.Generic.Dictionary<long, StepChunk>)chunksField.GetValue(cache);
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var keysList = (System.Collections.Generic.List<long>)keysListField.GetValue(cache);
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Assert.Equal(chunks.Count, keysList.Count);
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foreach (var k in keysList)
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{
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Assert.True(chunks.ContainsKey(k), $"keysList holds key {k} not in _chunks");
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}
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}
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finally
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{
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cache.MaxResidentChunks = 8192;
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}
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}
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}
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||||
|
|
@ -0,0 +1,90 @@
|
|||
using Server.Engines.Pathing.Cache;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace Server.Tests.Pathfinding;
|
||||
|
||||
[Collection("Sequential Pathfinding Tests")]
|
||||
public class StepCacheParityTests
|
||||
{
|
||||
private readonly ITestOutputHelper _output;
|
||||
|
||||
public StepCacheParityTests(ITestOutputHelper output)
|
||||
{
|
||||
_output = output;
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData("britain_inn_dense", 1480, 1610, 32)]
|
||||
[InlineData("trammel_open_plain", 1500, 1600, 32)]
|
||||
[InlineData("britain_causeway", 1475, 1641, 32)]
|
||||
public void CacheMatchesBaker(string label, int xStart, int yStart, int size)
|
||||
{
|
||||
var cache = StepCache.Instance;
|
||||
cache.Clear();
|
||||
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
var disagreements = 0;
|
||||
var samples = 0;
|
||||
var multiZ = 0;
|
||||
|
||||
for (var x = xStart; x < xStart + size; x++)
|
||||
{
|
||||
for (var y = yStart; y < yStart + size; y++)
|
||||
{
|
||||
map.GetAverageZ(x, y, out _, out var avgZ, out _);
|
||||
|
||||
// The cache bakes from the slow path's standing Z (the Z a creature actually
|
||||
// stands at on this cell). Query with the same Z so the source-Z guard
|
||||
// doesn't false-positive on every paver cell.
|
||||
var sourceZ = (sbyte)StepProbe.ComputeStandingZ(map, x, y, avgZ);
|
||||
|
||||
var baker = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
|
||||
|
||||
var ok = cache.TryGetMask(
|
||||
map, x, y, sourceZ,
|
||||
out var mask,
|
||||
out var dN, out var dNE, out var dE, out var dSE,
|
||||
out var dS, out var dSW, out var dW, out var dNW,
|
||||
out var hitKind
|
||||
);
|
||||
|
||||
samples++;
|
||||
|
||||
if (hitKind == CacheHitKind.Fallthrough_MultiZ)
|
||||
{
|
||||
multiZ++;
|
||||
continue;
|
||||
}
|
||||
|
||||
Assert.True(ok, $"Cache returned !ok at ({x},{y}) hitKind={hitKind}");
|
||||
|
||||
if (mask != baker.Mask)
|
||||
{
|
||||
disagreements++;
|
||||
_output.WriteLine($"MASK DIFF @ ({x},{y}) cache=0x{mask:X2} baker=0x{baker.Mask:X2}");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (dN != baker.DestZ_N || dNE != baker.DestZ_NE || dE != baker.DestZ_E || dSE != baker.DestZ_SE
|
||||
|| dS != baker.DestZ_S || dSW != baker.DestZ_SW || dW != baker.DestZ_W || dNW != baker.DestZ_NW)
|
||||
{
|
||||
disagreements++;
|
||||
_output.WriteLine($"Z DIFF @ ({x},{y}) cache=({dN},{dNE},{dE},{dSE},{dS},{dSW},{dW},{dNW}) baker=({baker.DestZ_N},{baker.DestZ_NE},{baker.DestZ_E},{baker.DestZ_SE},{baker.DestZ_S},{baker.DestZ_SW},{baker.DestZ_W},{baker.DestZ_NW})");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_output.WriteLine($"[{label}] samples={samples} disagreements={disagreements} multiZ={multiZ}");
|
||||
|
||||
// Non-vacuity: at least the inn region must have at least one cell that produced a real cache answer.
|
||||
if (label == "britain_inn_dense")
|
||||
{
|
||||
Assert.True(samples - multiZ > 0, "expected real cache answers in dense region");
|
||||
}
|
||||
|
||||
Assert.Equal(0, disagreements);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,126 @@
|
|||
using Server.Engines.Pathing.Cache;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace Server.Tests.Pathfinding;
|
||||
|
||||
[Collection("Sequential Pathfinding Tests")]
|
||||
public class StaticWalkabilityParityTests
|
||||
{
|
||||
private readonly ITestOutputHelper _output;
|
||||
|
||||
public StaticWalkabilityParityTests(ITestOutputHelper output)
|
||||
{
|
||||
_output = output;
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData("britain_inn_dense", 1480, 1610, 32)]
|
||||
[InlineData("trammel_open_plain", 1500, 1600, 32)]
|
||||
public void BakerMatchesCheckMovement(string label, int xStart, int yStart, int size)
|
||||
{
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
var stub = new ParityStubMobile();
|
||||
stub.MoveToWorld(new Point3D(xStart, yStart, 0), map);
|
||||
|
||||
var disagreements = 0;
|
||||
var samples = 0;
|
||||
var oldWalkable = 0;
|
||||
var newWalkable = 0;
|
||||
|
||||
for (var x = xStart; x < xStart + size; x++)
|
||||
{
|
||||
for (var y = yStart; y < yStart + size; y++)
|
||||
{
|
||||
map.GetAverageZ(x, y, out _, out var avgZ, out _);
|
||||
var sourceZ = (sbyte)avgZ;
|
||||
|
||||
var loc = new Point3D(x, y, sourceZ);
|
||||
|
||||
var bakerResult = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
|
||||
|
||||
for (var d = 0; d < 8; d++)
|
||||
{
|
||||
var dir = (Direction)d;
|
||||
samples++;
|
||||
|
||||
var oldOk = Movement.Movement.CheckMovement(stub, map, loc, dir, out var oldZ);
|
||||
|
||||
// Apply creature diagonal corner-cut rule at query time:
|
||||
// diagonal walkable iff raw-diagonal AND (left-partner OR right-partner).
|
||||
// (Raw masks are correct per spec; baker omits diagonal logic per design.)
|
||||
var newOk = bakerResult.IsWalkable(dir);
|
||||
if (newOk && ((d & 1) == 1))
|
||||
{
|
||||
var leftPartner = (Direction)((d - 1) & 7);
|
||||
var rightPartner = (Direction)((d + 1) & 7);
|
||||
if (!bakerResult.IsWalkable(leftPartner) && !bakerResult.IsWalkable(rightPartner))
|
||||
{
|
||||
newOk = false;
|
||||
}
|
||||
}
|
||||
|
||||
var newZ = bakerResult.GetDestZ(dir);
|
||||
|
||||
if (oldOk)
|
||||
{
|
||||
oldWalkable++;
|
||||
}
|
||||
if (newOk)
|
||||
{
|
||||
newWalkable++;
|
||||
}
|
||||
|
||||
if (oldOk != newOk)
|
||||
{
|
||||
disagreements++;
|
||||
_output.WriteLine(
|
||||
$"DISAGREE walkable @ ({x},{y},{sourceZ}) dir={dir}: " +
|
||||
$"old={oldOk} new={newOk}"
|
||||
);
|
||||
}
|
||||
else if (oldOk && oldZ != newZ)
|
||||
{
|
||||
disagreements++;
|
||||
_output.WriteLine(
|
||||
$"DISAGREE destZ @ ({x},{y},{sourceZ}) dir={dir}: " +
|
||||
$"old={oldZ} new={newZ}"
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stub.Delete();
|
||||
|
||||
_output.WriteLine(
|
||||
$"[{label}] Samples: {samples}, Disagreements: {disagreements}, " +
|
||||
$"OldWalkable: {oldWalkable}, NewWalkable: {newWalkable}"
|
||||
);
|
||||
|
||||
// Non-vacuity guard for the variety case: at least one region must show some
|
||||
// blocked directions. The open_plain region is allowed to be all-walkable.
|
||||
if (label == "britain_inn_dense")
|
||||
{
|
||||
Assert.NotEqual(0, oldWalkable);
|
||||
Assert.NotEqual(samples, oldWalkable);
|
||||
}
|
||||
|
||||
Assert.Equal(0, disagreements);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Minimal Mobile stub for parity testing. Inherits directly from Mobile so that
|
||||
/// MovementImpl sees no BaseCreature-specific flags (CanSwim=false, CanFly=false,
|
||||
/// bc==null → BaseCreature branches skipped) giving us the default static walker baseline.
|
||||
/// </summary>
|
||||
private class ParityStubMobile : Mobile
|
||||
{
|
||||
public ParityStubMobile()
|
||||
{
|
||||
Body = 0xC9; // arbitrary horse body
|
||||
}
|
||||
}
|
||||
}
|
||||
248
Projects/UOContent.Tests/Tests/Engines/Pathing/StepProbeTests.cs
Normal file
248
Projects/UOContent.Tests/Tests/Engines/Pathing/StepProbeTests.cs
Normal file
|
|
@ -0,0 +1,248 @@
|
|||
using Server.Engines.Pathing.Cache;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace Server.Tests.Pathfinding;
|
||||
|
||||
[Collection("Sequential Pathfinding Tests")]
|
||||
public class StepProbeTests
|
||||
{
|
||||
private readonly ITestOutputHelper _output;
|
||||
|
||||
public StepProbeTests(ITestOutputHelper output)
|
||||
{
|
||||
_output = output;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ComputeMaskAt_NullMap_ReturnsDefault()
|
||||
{
|
||||
var result = StepProbe.ComputeMaskAt(null, 100, 100, 0);
|
||||
|
||||
Assert.Equal(0, result.Mask);
|
||||
for (var d = 0; d < 8; d++)
|
||||
{
|
||||
Assert.Equal(0, result.GetDestZ((Direction)d));
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ComputeMaskAt_InternalMap_ReturnsDefault()
|
||||
{
|
||||
var result = StepProbe.ComputeMaskAt(Map.Internal, 100, 100, 0);
|
||||
|
||||
Assert.Equal(0, result.Mask);
|
||||
for (var d = 0; d < 8; d++)
|
||||
{
|
||||
Assert.Equal(0, result.GetDestZ((Direction)d));
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ComputeMaskAt_TopLeftCorner_OffMapDirectionsBlocked()
|
||||
{
|
||||
// From source (0, 0), these neighbor cells are off-map and MUST be blocked,
|
||||
// regardless of map content:
|
||||
// N = (0, -1) bit 0
|
||||
// NE = (1, -1) bit 1
|
||||
// SW = (-1, 1) bit 5
|
||||
// W = (-1, 0) bit 6
|
||||
// NW = (-1, -1) bit 7
|
||||
// Bits 2 (E), 3 (SE), 4 (S) depend on map content and aren't asserted.
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
var result = StepProbe.ComputeMaskAt(map, 0, 0, 0);
|
||||
|
||||
Assert.False(result.IsWalkable(Direction.North), "N should be off-map");
|
||||
Assert.False(result.IsWalkable(Direction.Right), "NE should be off-map");
|
||||
Assert.False(result.IsWalkable(Direction.Left), "SW should be off-map");
|
||||
Assert.False(result.IsWalkable(Direction.West), "W should be off-map");
|
||||
Assert.False(result.IsWalkable(Direction.Up), "NW should be off-map");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ComputeMaskAt_BottomRightCorner_OffMapDirectionsBlocked()
|
||||
{
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
var x = map.Width - 1;
|
||||
var y = map.Height - 1;
|
||||
var result = StepProbe.ComputeMaskAt(map, x, y, 0);
|
||||
|
||||
// From the SE corner, S/SE/SW/E/NE all go off-map (only N/NW/W in-map).
|
||||
Assert.False(result.IsWalkable(Direction.Right), "NE should be off-map");
|
||||
Assert.False(result.IsWalkable(Direction.East), "E should be off-map");
|
||||
Assert.False(result.IsWalkable(Direction.Down), "SE should be off-map");
|
||||
Assert.False(result.IsWalkable(Direction.South), "S should be off-map");
|
||||
Assert.False(result.IsWalkable(Direction.Left), "SW should be off-map");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ComputeMaskAt_TrammelOpenPlain_HasFlatCellWithAllDirectionsWalkable()
|
||||
{
|
||||
// Invariant: somewhere in the open-plain region, there must be a fully-flat cell
|
||||
// whose mask is 0xFF and all 8 destZ values equal sourceZ (no slope).
|
||||
// This protects against a regression where the baker stops detecting flat cells.
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
var found = false;
|
||||
|
||||
for (var x = 1500; x < 1532 && !found; x++)
|
||||
{
|
||||
for (var y = 1600; y < 1632 && !found; y++)
|
||||
{
|
||||
map.GetAverageZ(x, y, out _, out var avgZ, out _);
|
||||
var sourceZ = (sbyte)avgZ;
|
||||
var result = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
|
||||
|
||||
if (result.Mask != 0xFF)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var allSameZ = true;
|
||||
for (var d = 0; d < 8; d++)
|
||||
{
|
||||
if (result.GetDestZ((Direction)d) != sourceZ)
|
||||
{
|
||||
allSameZ = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (allSameZ)
|
||||
{
|
||||
found = true;
|
||||
_output.WriteLine($"Flat-open cell found at ({x}, {y}, {sourceZ})");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Assert.True(found, "Expected at least one fully-flat open cell in (1500..1532, 1600..1632)");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ComputeMaskAt_BritainInnDense_HasCellWithBlockedDirections()
|
||||
{
|
||||
// Invariant: inside the dense Britain inn region, at least one cell must have
|
||||
// at least one direction blocked by a static. Protects against a regression
|
||||
// where the baker reports everything as walkable (the original false-pass bug).
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
var blockedCellCount = 0;
|
||||
|
||||
for (var x = 1480; x < 1512; x++)
|
||||
{
|
||||
for (var y = 1610; y < 1642; y++)
|
||||
{
|
||||
map.GetAverageZ(x, y, out _, out var avgZ, out _);
|
||||
var sourceZ = (sbyte)avgZ;
|
||||
var result = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
|
||||
|
||||
if (result.Mask != 0xFF)
|
||||
{
|
||||
blockedCellCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_output.WriteLine($"Cells with at least one blocked direction: {blockedCellCount} / 1024");
|
||||
Assert.True(blockedCellCount > 0, "Expected at least one cell with a blocked direction in the dense region");
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(1500, 1600)]
|
||||
[InlineData(1480, 1610)]
|
||||
[InlineData(0, 0)]
|
||||
public void ComputeMaskAt_IsDeterministic(int x, int y)
|
||||
{
|
||||
// Same inputs must always produce identical output. Catches accidental
|
||||
// statefulness in the baker (e.g., a static cache that gets corrupted).
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
map.GetAverageZ(x, y, out _, out var avgZ, out _);
|
||||
var sourceZ = (sbyte)avgZ;
|
||||
|
||||
var first = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
|
||||
var second = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
|
||||
var third = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
|
||||
|
||||
Assert.Equal(first.Mask, second.Mask);
|
||||
Assert.Equal(first.Mask, third.Mask);
|
||||
for (var d = 0; d < 8; d++)
|
||||
{
|
||||
Assert.Equal(first.GetDestZ((Direction)d), second.GetDestZ((Direction)d));
|
||||
Assert.Equal(first.GetDestZ((Direction)d), third.GetDestZ((Direction)d));
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ComputeMaskAt_PinnedCell_TrammelOpenPlainOrigin()
|
||||
{
|
||||
// PINNING test: locks specific output for Trammel (1500, 1600).
|
||||
// Cell at z=10 with mask 0xC1 (N + W + NW only walkable). The other five
|
||||
// directions are blocked by water (E/SE/S/SW are wet tiles, NE is shore).
|
||||
// If this changes, either the baker logic changed or the underlying tile
|
||||
// data changed; re-run the parity test to confirm before updating expected values.
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
map.GetAverageZ(1500, 1600, out _, out var avgZ, out _);
|
||||
var sourceZ = (sbyte)avgZ;
|
||||
|
||||
var result = StepProbe.ComputeMaskAt(map, 1500, 1600, sourceZ);
|
||||
|
||||
Assert.Equal((sbyte)10, sourceZ);
|
||||
Assert.Equal((byte)0xC1, result.Mask);
|
||||
|
||||
Assert.True(result.IsWalkable(Direction.North));
|
||||
Assert.False(result.IsWalkable(Direction.Right));
|
||||
Assert.False(result.IsWalkable(Direction.East));
|
||||
Assert.False(result.IsWalkable(Direction.Down));
|
||||
Assert.False(result.IsWalkable(Direction.South));
|
||||
Assert.False(result.IsWalkable(Direction.Left));
|
||||
Assert.True(result.IsWalkable(Direction.West));
|
||||
Assert.True(result.IsWalkable(Direction.Up));
|
||||
|
||||
Assert.Equal((sbyte)10, result.GetDestZ(Direction.North));
|
||||
Assert.Equal((sbyte)10, result.GetDestZ(Direction.West));
|
||||
Assert.Equal((sbyte)10, result.GetDestZ(Direction.Up));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ComputeMaskAt_PinnedCell_BritainInnDenseOrigin()
|
||||
{
|
||||
// PINNING test: locks specific output for Trammel (1480, 1610).
|
||||
// Cell at z=20 with mask 0x3F (N/NE/E/SE/S/SW walkable, W/NW blocked by
|
||||
// a wall to the west). All walkable directions stay flat at z=20.
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
map.GetAverageZ(1480, 1610, out _, out var avgZ, out _);
|
||||
var sourceZ = (sbyte)avgZ;
|
||||
|
||||
var result = StepProbe.ComputeMaskAt(map, 1480, 1610, sourceZ);
|
||||
|
||||
Assert.Equal((sbyte)20, sourceZ);
|
||||
Assert.Equal((byte)0x3F, result.Mask);
|
||||
|
||||
Assert.True(result.IsWalkable(Direction.North));
|
||||
Assert.True(result.IsWalkable(Direction.Right));
|
||||
Assert.True(result.IsWalkable(Direction.East));
|
||||
Assert.True(result.IsWalkable(Direction.Down));
|
||||
Assert.True(result.IsWalkable(Direction.South));
|
||||
Assert.True(result.IsWalkable(Direction.Left));
|
||||
Assert.False(result.IsWalkable(Direction.West));
|
||||
Assert.False(result.IsWalkable(Direction.Up));
|
||||
|
||||
for (var d = 0; d < 6; d++)
|
||||
{
|
||||
Assert.Equal((sbyte)20, result.GetDestZ((Direction)d));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -2,7 +2,7 @@
|
|||
* ModernUO *
|
||||
* Copyright 2019-2026 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: FastAStarAlgorithm.cs *
|
||||
* File: BitmapAStarAlgorithm.cs *
|
||||
* *
|
||||
* This program is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU General Public License as published by *
|
||||
|
|
@ -14,15 +14,24 @@
|
|||
************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Server.Engines.Pathing.Cache;
|
||||
using Server.Mobiles;
|
||||
using CalcMoves = Server.Movement.Movement;
|
||||
using MoveImpl = Server.Movement.MovementImpl;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Server.PathAlgorithms.FastAStar;
|
||||
namespace Server.PathAlgorithms.BitmapAStar;
|
||||
|
||||
public class FastAStarAlgorithm : PathAlgorithm
|
||||
/// <summary>
|
||||
/// A* pathfinder with a single bitmap-cache lookup per cell expansion. Default walkers
|
||||
/// take one <see cref="StepCache.TryGetMask"/> 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
|
||||
/// <see cref="GetSuccessorsSlowPath"/>, which runs the per-direction
|
||||
/// <see cref="CalcMoves.CheckMovement"/> loop for that one cell.
|
||||
/// </summary>
|
||||
public class BitmapAStarAlgorithm : PathAlgorithm
|
||||
{
|
||||
private struct PathNode
|
||||
{
|
||||
|
|
@ -40,7 +49,7 @@ public class FastAStarAlgorithm : PathAlgorithm
|
|||
private const int PlaneOffset = 128;
|
||||
private const int PlaneCount = 13;
|
||||
private const int PlaneHeight = 20;
|
||||
public static readonly PathAlgorithm Instance = new FastAStarAlgorithm();
|
||||
public static readonly PathAlgorithm Instance = new BitmapAStarAlgorithm();
|
||||
|
||||
private static readonly Direction[] _path = new Direction[AreaSize * AreaSize];
|
||||
private static readonly PathNode[] _nodes = new PathNode[NodeCount];
|
||||
|
|
@ -51,6 +60,10 @@ public class FastAStarAlgorithm : PathAlgorithm
|
|||
private static int _xOffset;
|
||||
private static int _yOffset;
|
||||
|
||||
// When set, GetSuccessors delegates to the per-cell slow path on every expansion
|
||||
// (preserves player AND-rule and BaseCreature capability overlays). Reset at end of Find.
|
||||
private static bool _currentMobileNeedsSlowPath;
|
||||
|
||||
private Point3D _goal;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
|
|
@ -76,6 +89,8 @@ public class FastAStarAlgorithm : PathAlgorithm
|
|||
return null;
|
||||
}
|
||||
|
||||
_currentMobileNeedsSlowPath = !IsDefaultWalker(m);
|
||||
|
||||
Array.Clear(_nodeStates);
|
||||
|
||||
_goal = goal;
|
||||
|
|
@ -120,6 +135,7 @@ public class FastAStarAlgorithm : PathAlgorithm
|
|||
|
||||
_nodeStates[bestNode] = 2;
|
||||
|
||||
// Set MovementImpl globals so per-cell slow-path fallthroughs see the right state.
|
||||
if (bc != null)
|
||||
{
|
||||
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
|
||||
|
|
@ -203,11 +219,13 @@ public class FastAStarAlgorithm : PathAlgorithm
|
|||
}
|
||||
|
||||
_openQueue.Clear();
|
||||
_currentMobileNeedsSlowPath = false;
|
||||
return dirs;
|
||||
}
|
||||
}
|
||||
|
||||
_openQueue.Clear();
|
||||
_currentMobileNeedsSlowPath = false;
|
||||
return null;
|
||||
}
|
||||
|
||||
|
|
@ -221,6 +239,13 @@ public class FastAStarAlgorithm : PathAlgorithm
|
|||
return x + y * AreaSize + z * AreaSize * AreaSize;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// One <see cref="StepCache.TryGetMask"/> 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
|
||||
/// <see cref="GetSuccessorsSlowPath"/> for THIS cell only.
|
||||
/// </summary>
|
||||
private static int GetSuccessors(int p, Mobile m, Map map)
|
||||
{
|
||||
var px = p % AreaSize;
|
||||
|
|
@ -230,50 +255,94 @@ public class FastAStarAlgorithm : PathAlgorithm
|
|||
var p3D = new Point3D(px + _xOffset, py + _yOffset, pz);
|
||||
|
||||
var vals = _successors;
|
||||
|
||||
if (_currentMobileNeedsSlowPath)
|
||||
{
|
||||
return GetSuccessorsSlowPath(m, map, px, py, p3D, vals);
|
||||
}
|
||||
|
||||
var count = 0;
|
||||
|
||||
StepCache.Instance.TryGetMask(
|
||||
map, p3D.X, p3D.Y, (sbyte)p3D.Z,
|
||||
out var mask,
|
||||
out var dN, out var dNE, out var dE, out var dSE,
|
||||
out var dS, out var dSW, out var dW, out var dNW,
|
||||
out var hitKind
|
||||
);
|
||||
|
||||
if (hitKind is CacheHitKind.Fallthrough_MultiZ
|
||||
or CacheHitKind.Fallthrough_OffMap
|
||||
or CacheHitKind.Fallthrough_SourceZMismatch)
|
||||
{
|
||||
return GetSuccessorsSlowPath(m, map, px, py, p3D, vals);
|
||||
}
|
||||
|
||||
for (var i = 0; i < 8; ++i)
|
||||
{
|
||||
var x = px;
|
||||
var y = py;
|
||||
CalcMoves.Offset((Direction)i, ref x, ref y);
|
||||
|
||||
if (x is < 0 or >= AreaSize || y is < 0 or >= AreaSize)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((mask & (1 << i)) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Diagonal corner-cut (creature OR-rule): partner bits live in the same mask byte.
|
||||
if ((i & 1) == 1)
|
||||
{
|
||||
var leftBit = 1 << ((i - 1) & 0x7);
|
||||
var rightBit = 1 << ((i + 1) & 0x7);
|
||||
if ((mask & leftBit) == 0 && (mask & rightBit) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
var z = i switch
|
||||
{
|
||||
0 => dN,
|
||||
1 => dNE,
|
||||
2 => dE,
|
||||
3 => dSE,
|
||||
4 => dS,
|
||||
5 => dSW,
|
||||
6 => dW,
|
||||
7 => dNW,
|
||||
_ => (sbyte)0
|
||||
};
|
||||
|
||||
var idx = GetIndex(x + _xOffset, y + _yOffset, z);
|
||||
|
||||
if (idx >= 0 && idx < NodeCount)
|
||||
{
|
||||
_nodes[idx].z = z;
|
||||
vals[count++] = idx;
|
||||
}
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Per-direction <see cref="CalcMoves.CheckMovement"/> loop for a single source cell.
|
||||
/// Runs on cache fallthrough or when <see cref="_currentMobileNeedsSlowPath"/> is set.
|
||||
/// </summary>
|
||||
private static int GetSuccessorsSlowPath(Mobile m, Map map, int px, int py, Point3D p3D, int[] vals)
|
||||
{
|
||||
var count = 0;
|
||||
|
||||
for (var i = 0; i < 8; ++i)
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
switch (i)
|
||||
{
|
||||
default: // 0
|
||||
x = 0;
|
||||
y = -1;
|
||||
break;
|
||||
case 1:
|
||||
x = 1;
|
||||
y = -1;
|
||||
break;
|
||||
case 2:
|
||||
x = 1;
|
||||
y = 0;
|
||||
break;
|
||||
case 3:
|
||||
x = 1;
|
||||
y = 1;
|
||||
break;
|
||||
case 4:
|
||||
x = 0;
|
||||
y = 1;
|
||||
break;
|
||||
case 5:
|
||||
x = -1;
|
||||
y = 1;
|
||||
break;
|
||||
case 6:
|
||||
x = -1;
|
||||
y = 0;
|
||||
break;
|
||||
case 7:
|
||||
x = -1;
|
||||
y = -1;
|
||||
break;
|
||||
}
|
||||
|
||||
x += px;
|
||||
y += py;
|
||||
var x = px;
|
||||
var y = py;
|
||||
CalcMoves.Offset((Direction)i, ref x, ref y);
|
||||
|
||||
if (x is < 0 or >= AreaSize || y is < 0 or >= AreaSize)
|
||||
{
|
||||
|
|
@ -294,4 +363,24 @@ public class FastAStarAlgorithm : PathAlgorithm
|
|||
|
||||
return count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Default walker = the cache's baked rules apply directly (lenient OR-rule for
|
||||
/// diagonal corner-cut, no capability overlays). Non-GM players (strict AND-rule)
|
||||
/// and creatures with swim/fly/door/clip capabilities require the slow path.
|
||||
/// </summary>
|
||||
private static bool IsDefaultWalker(Mobile m)
|
||||
{
|
||||
if (m.Player && m.AccessLevel < AccessLevel.GameMaster)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m is not BaseCreature bc)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return !bc.CanSwim && !bc.CanFly && !bc.CanOpenDoors && !bc.CanMoveOverObstacles;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,31 @@
|
|||
using System;
|
||||
|
||||
namespace Server.Engines.Pathing.Cache;
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
public class CacheEvictionTimer : Timer
|
||||
{
|
||||
private static CacheEvictionTimer _instance;
|
||||
|
||||
public static void Configure()
|
||||
{
|
||||
if (_instance != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_instance = new CacheEvictionTimer();
|
||||
_instance.Start();
|
||||
}
|
||||
|
||||
private CacheEvictionTimer() : base(TimeSpan.FromSeconds(60), TimeSpan.FromSeconds(60)) { }
|
||||
|
||||
protected override void OnTick()
|
||||
{
|
||||
StepCache.Instance.EnforceLruCap();
|
||||
}
|
||||
}
|
||||
15
Projects/UOContent/Engines/Pathing/Cache/CacheHitKind.cs
Normal file
15
Projects/UOContent/Engines/Pathing/Cache/CacheHitKind.cs
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
namespace Server.Engines.Pathing.Cache;
|
||||
|
||||
/// <summary>
|
||||
/// Outcome categories for StaticWalkabilityCache.TryGetMask. Used for telemetry
|
||||
/// and to drive the slow-path fallthrough decision in callers.
|
||||
/// </summary>
|
||||
public enum CacheHitKind : byte
|
||||
{
|
||||
Hit = 0, // clean default-walker answer 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
|
||||
Fallthrough_OffMap = 4, // out of bounds
|
||||
Fallthrough_SourceZMismatch = 5, // |loc.Z - BakedSourceZ| > StepHeight; cache answer would diverge
|
||||
}
|
||||
28
Projects/UOContent/Engines/Pathing/Cache/CacheStats.cs
Normal file
28
Projects/UOContent/Engines/Pathing/Cache/CacheStats.cs
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
namespace Server.Engines.Pathing.Cache;
|
||||
|
||||
/// <summary>
|
||||
/// Snapshot of StaticWalkabilityCache counters. Returned by GetStats() and consumed
|
||||
/// by the [PathCacheStats admin command. All counters are monotonic except ResidentChunks.
|
||||
/// </summary>
|
||||
public readonly struct CacheStats(
|
||||
int residentChunks,
|
||||
long hits,
|
||||
long missesNotBuilt,
|
||||
long missesDirtyRebuild,
|
||||
long fallthroughMultiZ,
|
||||
long fallthroughOffMap,
|
||||
long fallthroughSourceZMismatch,
|
||||
long evictionsByLruCap,
|
||||
long buildsTotal
|
||||
)
|
||||
{
|
||||
public readonly int ResidentChunks = residentChunks;
|
||||
public readonly long Hits = hits;
|
||||
public readonly long MissesNotBuilt = missesNotBuilt;
|
||||
public readonly long MissesDirtyRebuild = missesDirtyRebuild;
|
||||
public readonly long FallthroughMultiZ = fallthroughMultiZ;
|
||||
public readonly long FallthroughOffMap = fallthroughOffMap;
|
||||
public readonly long FallthroughSourceZMismatch = fallthroughSourceZMismatch;
|
||||
public readonly long EvictionsByLruCap = evictionsByLruCap;
|
||||
public readonly long BuildsTotal = buildsTotal;
|
||||
}
|
||||
355
Projects/UOContent/Engines/Pathing/Cache/StepCache.cs
Normal file
355
Projects/UOContent/Engines/Pathing/Cache/StepCache.cs
Normal file
|
|
@ -0,0 +1,355 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Server.Logging;
|
||||
|
||||
namespace Server.Engines.Pathing.Cache;
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
///
|
||||
/// 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.
|
||||
/// </summary>
|
||||
public sealed class StepCache
|
||||
{
|
||||
private static readonly ILogger logger = LogFactory.GetLogger(typeof(StepCache));
|
||||
|
||||
public static StepCache Instance { get; } = new();
|
||||
|
||||
private readonly Dictionary<long, StepChunk> _chunks = new();
|
||||
// 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.
|
||||
private readonly List<long> _keysList = new();
|
||||
|
||||
// Telemetry counters
|
||||
private long _hits;
|
||||
private long _missesNotBuilt;
|
||||
private long _missesDirtyRebuild;
|
||||
private long _fallthroughMultiZ;
|
||||
private long _fallthroughOffMap;
|
||||
private long _fallthroughSourceZMismatch;
|
||||
private long _evictionsByLruCap;
|
||||
private long _buildsTotal;
|
||||
|
||||
private StepCache() { }
|
||||
|
||||
/// <summary>Hard cap on resident chunk count. Default 8192. Override for tests / ops.</summary>
|
||||
public int MaxResidentChunks { get; set; } = 8192;
|
||||
|
||||
/// <summary>
|
||||
/// Pack (mapId, chunkX, chunkY) into a single long key.
|
||||
/// Layout: [reserved 16][mapId 16][chunkX 16][chunkY 16].
|
||||
/// </summary>
|
||||
internal static long EncodeKey(int mapId, int chunkX, int chunkY) =>
|
||||
((long)(mapId & 0xFFFF) << 32) | ((long)(chunkX & 0xFFFF) << 16) | (long)(chunkY & 0xFFFF);
|
||||
|
||||
public CacheStats GetStats() => new CacheStats(
|
||||
residentChunks: _chunks.Count,
|
||||
hits: _hits,
|
||||
missesNotBuilt: _missesNotBuilt,
|
||||
missesDirtyRebuild: _missesDirtyRebuild,
|
||||
fallthroughMultiZ: _fallthroughMultiZ,
|
||||
fallthroughOffMap: _fallthroughOffMap,
|
||||
fallthroughSourceZMismatch: _fallthroughSourceZMismatch,
|
||||
evictionsByLruCap: _evictionsByLruCap,
|
||||
buildsTotal: _buildsTotal
|
||||
);
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
public void Clear()
|
||||
{
|
||||
_chunks.Clear();
|
||||
_keysList.Clear();
|
||||
_hits = 0;
|
||||
_missesNotBuilt = 0;
|
||||
_missesDirtyRebuild = 0;
|
||||
_fallthroughMultiZ = 0;
|
||||
_fallthroughOffMap = 0;
|
||||
_fallthroughSourceZMismatch = 0;
|
||||
_evictionsByLruCap = 0;
|
||||
_buildsTotal = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
private const int LruSampleSize = 5;
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
public void EnforceLruCap()
|
||||
{
|
||||
var overflow = _chunks.Count - MaxResidentChunks;
|
||||
if (overflow <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
while (overflow-- > 0 && _keysList.Count > 0)
|
||||
{
|
||||
var oldestIdx = -1;
|
||||
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.
|
||||
var samples = Math.Min(LruSampleSize, _keysList.Count);
|
||||
for (var s = 0; s < samples; s++)
|
||||
{
|
||||
var idx = Utility.Random(_keysList.Count);
|
||||
var k = _keysList[idx];
|
||||
var touched = _chunks[k].LastTouchedTicks;
|
||||
if (touched < oldestTouched)
|
||||
{
|
||||
oldestTouched = touched;
|
||||
oldestKey = k;
|
||||
oldestIdx = idx;
|
||||
}
|
||||
}
|
||||
|
||||
_chunks.Remove(oldestKey);
|
||||
// Swap-and-pop _keysList[oldestIdx] with the tail; O(1) regardless of position.
|
||||
var last = _keysList.Count - 1;
|
||||
if (oldestIdx != last)
|
||||
{
|
||||
_keysList[oldestIdx] = _keysList[last];
|
||||
}
|
||||
_keysList.RemoveAt(last);
|
||||
_evictionsByLruCap++;
|
||||
}
|
||||
}
|
||||
|
||||
internal static void DecodeKey(long key, out int mapId, out int chunkX, out int chunkY)
|
||||
{
|
||||
mapId = (int)((key >> 32) & 0xFFFF);
|
||||
chunkX = (int)((key >> 16) & 0xFFFF);
|
||||
chunkY = (int)(key & 0xFFFF);
|
||||
}
|
||||
|
||||
private const int ChunkSize = 16;
|
||||
|
||||
/// <summary>
|
||||
/// Hot-path query. Returns the cached mask + 8 destination Z values for (map, x, y, sourceZ).
|
||||
/// Returns false on off-map or multi-Z fallthrough; the caller should use the slow path.
|
||||
/// </summary>
|
||||
public bool TryGetMask(
|
||||
Map map, int x, int y, sbyte sourceZ,
|
||||
out byte mask,
|
||||
out sbyte destZN, out sbyte destZNE, out sbyte destZE, out sbyte destZSE,
|
||||
out sbyte destZS, out sbyte destZSW, out sbyte destZW, out sbyte destZNW,
|
||||
out CacheHitKind hitKind
|
||||
)
|
||||
{
|
||||
mask = 0;
|
||||
destZN = destZNE = destZE = destZSE = destZS = destZSW = destZW = destZNW = 0;
|
||||
|
||||
if (map == null || map == Map.Internal || x < 0 || y < 0 || x >= map.Width || y >= map.Height)
|
||||
{
|
||||
hitKind = CacheHitKind.Fallthrough_OffMap;
|
||||
_fallthroughOffMap++;
|
||||
return false;
|
||||
}
|
||||
|
||||
var chunkX = x >> 4;
|
||||
var chunkY = y >> 4;
|
||||
var key = EncodeKey(map.MapID, chunkX, chunkY);
|
||||
|
||||
var hitKindResult = CacheHitKind.Hit;
|
||||
if (!_chunks.TryGetValue(key, out var chunk))
|
||||
{
|
||||
chunk = ResolveMissingChunk(map, chunkX, chunkY);
|
||||
_chunks[key] = chunk;
|
||||
_keysList.Add(key);
|
||||
hitKindResult = CacheHitKind.Miss_NotBuilt;
|
||||
}
|
||||
else
|
||||
{
|
||||
var sector = map.GetRealSector(chunkX, chunkY);
|
||||
if (chunk.BuiltMultisVersion != sector.MultisVersion)
|
||||
{
|
||||
chunk = BuildChunk(map, chunkX, chunkY);
|
||||
_chunks[key] = chunk;
|
||||
hitKindResult = CacheHitKind.Miss_DirtyRebuild;
|
||||
// _missesDirtyRebuild++ moved into the success switch below to
|
||||
// preserve the mutual-exclusivity invariant (a multi-Z fallthrough
|
||||
// on a freshly dirty-rebuilt chunk must NOT count both counters).
|
||||
}
|
||||
}
|
||||
|
||||
chunk.LastTouchedTicks = Core.TickCount;
|
||||
|
||||
var cellIndex = ((y - (chunkY << 4)) << 4) | (x - (chunkX << 4));
|
||||
|
||||
if (chunk.IsCellMultiZ(cellIndex))
|
||||
{
|
||||
hitKind = CacheHitKind.Fallthrough_MultiZ;
|
||||
_fallthroughMultiZ++;
|
||||
return false;
|
||||
}
|
||||
|
||||
// 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.
|
||||
if (Math.Abs(sourceZ - chunk.SourceZ[cellIndex]) > StepHeight)
|
||||
{
|
||||
hitKind = CacheHitKind.Fallthrough_SourceZMismatch;
|
||||
_fallthroughSourceZMismatch++;
|
||||
return false;
|
||||
}
|
||||
|
||||
mask = chunk.Mask[cellIndex];
|
||||
destZN = chunk.DestZN[cellIndex];
|
||||
destZNE = chunk.DestZNE[cellIndex];
|
||||
destZE = chunk.DestZE[cellIndex];
|
||||
destZSE = chunk.DestZSE[cellIndex];
|
||||
destZS = chunk.DestZS[cellIndex];
|
||||
destZSW = chunk.DestZSW[cellIndex];
|
||||
destZW = chunk.DestZW[cellIndex];
|
||||
destZNW = chunk.DestZNW[cellIndex];
|
||||
|
||||
switch (hitKindResult)
|
||||
{
|
||||
case CacheHitKind.Miss_NotBuilt:
|
||||
{
|
||||
_missesNotBuilt++;
|
||||
break;
|
||||
}
|
||||
case CacheHitKind.Miss_DirtyRebuild:
|
||||
{
|
||||
_missesDirtyRebuild++;
|
||||
break;
|
||||
}
|
||||
case CacheHitKind.Hit:
|
||||
{
|
||||
_hits++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
hitKind = hitKindResult;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Chunk-miss resolution: build the chunk via the runtime baker.
|
||||
/// </summary>
|
||||
private StepChunk ResolveMissingChunk(Map map, int chunkX, int chunkY) =>
|
||||
BuildChunk(map, chunkX, chunkY);
|
||||
|
||||
private StepChunk BuildChunk(Map map, int chunkX, int chunkY)
|
||||
{
|
||||
var chunk = new StepChunk();
|
||||
var sector = map.GetRealSector(chunkX, chunkY);
|
||||
chunk.BuiltMultisVersion = sector.MultisVersion;
|
||||
|
||||
var baseX = chunkX << 4;
|
||||
var baseY = chunkY << 4;
|
||||
|
||||
for (var dy = 0; dy < ChunkSize; dy++)
|
||||
{
|
||||
for (var dx = 0; dx < ChunkSize; dx++)
|
||||
{
|
||||
var x = baseX + dx;
|
||||
var y = baseY + dy;
|
||||
var cell = (dy << 4) | dx;
|
||||
|
||||
map.GetAverageZ(x, y, out _, out var avgZ, out _);
|
||||
|
||||
// Bake from the slow path's "standing Z" (the surface Z a creature actually
|
||||
// stands at, not the ground avg). A* tracks newZ as standing Z, so SourceZ
|
||||
// must match for the source-Z guard not to over-fire.
|
||||
var standingZ = (sbyte)StepProbe.ComputeStandingZ(map, x, y, avgZ);
|
||||
|
||||
var result = StepProbe.ComputeMaskAt(map, x, y, standingZ);
|
||||
|
||||
chunk.Mask[cell] = result.Mask;
|
||||
chunk.SourceZ[cell] = standingZ;
|
||||
chunk.DestZN[cell] = result.DestZ_N;
|
||||
chunk.DestZNE[cell] = result.DestZ_NE;
|
||||
chunk.DestZE[cell] = result.DestZ_E;
|
||||
chunk.DestZSE[cell] = result.DestZ_SE;
|
||||
chunk.DestZS[cell] = result.DestZ_S;
|
||||
chunk.DestZSW[cell] = result.DestZ_SW;
|
||||
chunk.DestZW[cell] = result.DestZ_W;
|
||||
chunk.DestZNW[cell] = result.DestZ_NW;
|
||||
|
||||
// Multi-Z = ≥2 surfaces reachable from standingZ. Mirrors the baker's
|
||||
// CheckStaticStep filter so we don't over-mark.
|
||||
if (CountReachableSurfaces(map, x, y, standingZ) > 1)
|
||||
{
|
||||
chunk.MarkCellMultiZ(cell);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_buildsTotal++;
|
||||
return chunk;
|
||||
}
|
||||
|
||||
private const int PersonHeight = 16;
|
||||
private const int StepHeight = 2;
|
||||
|
||||
/// <summary>
|
||||
/// Counts walkable surfaces actually reachable from a creature standing at sourceZ.
|
||||
/// Mirrors <see cref="StepProbe"/>.CheckStaticStep so cells flagged multi-Z
|
||||
/// here are exactly those where the baker would have multiple candidate destinations.
|
||||
/// Reachable when: surface and !impassable; stepTop ≥ itemTop; vertical overlap with
|
||||
/// the creature's PersonHeight envelope.
|
||||
/// </summary>
|
||||
internal static int CountReachableSurfaces(Map map, int x, int y, sbyte sourceZ)
|
||||
{
|
||||
var startTop = sourceZ + PersonHeight;
|
||||
var stepTop = startTop + StepHeight;
|
||||
var count = 0;
|
||||
|
||||
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
|
||||
{
|
||||
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
||||
if (!data.Surface || data.Impassable)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var itemZ = tile.Z;
|
||||
var itemTop = data.Bridge ? itemZ : itemZ + data.Height;
|
||||
|
||||
if (stepTop < itemTop)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (sourceZ + PersonHeight > itemZ && itemZ + data.Height > sourceZ)
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
// Land surface check — same shape, but use GetAverageZ for the land's effective top.
|
||||
var landTile = map.Tiles.GetLandTile(x, y);
|
||||
var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
|
||||
if (!landTile.Ignored && (landFlags & TileFlag.Impassable) == 0)
|
||||
{
|
||||
map.GetAverageZ(x, y, out var landZ, out _, out var landTop);
|
||||
if (stepTop >= landZ && sourceZ + PersonHeight > landZ && landTop > sourceZ)
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
}
|
||||
50
Projects/UOContent/Engines/Pathing/Cache/StepChunk.cs
Normal file
50
Projects/UOContent/Engines/Pathing/Cache/StepChunk.cs
Normal file
|
|
@ -0,0 +1,50 @@
|
|||
namespace Server.Engines.Pathing.Cache;
|
||||
|
||||
/// <summary>
|
||||
/// Per-chunk storage backing StepCache. Holds raw walkability masks and
|
||||
/// destination Z values for each of 256 cells in a 16x16 chunk, plus build-time
|
||||
/// metadata (multis version, multi-Z bitmap) and LRU bookkeeping.
|
||||
/// </summary>
|
||||
internal sealed class StepChunk
|
||||
{
|
||||
public const int CellsPerChunk = 256; // 16 x 16
|
||||
|
||||
/// <summary>Bit i of Mask[c] = "can step from cell c to neighbor (Direction)i". Raw — no diagonal corner-cut applied here.</summary>
|
||||
public readonly byte[] Mask = new byte[CellsPerChunk];
|
||||
|
||||
public readonly sbyte[] SourceZ = new sbyte[CellsPerChunk];
|
||||
|
||||
public readonly sbyte[] DestZN = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZNE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZSE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZS = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZSW = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZW = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZNW = new sbyte[CellsPerChunk];
|
||||
|
||||
/// <summary>
|
||||
/// 32 bytes = 256 bits. Bit set = cell has >1 walkable surface; route to slow path.
|
||||
/// TODO(PR2): lazy-init this. The vast majority of chunks are entirely single-Z, so
|
||||
/// allocating 32 bytes per chunk wastes ~256KB at full cap. Make nullable; allocate
|
||||
/// on first MarkCellMultiZ; IsCellMultiZ short-circuits to false when null.
|
||||
/// </summary>
|
||||
public readonly byte[] MultiZCells = new byte[32];
|
||||
|
||||
/// <summary>Snapshot of Sector.MultisVersion at the time this chunk was built.</summary>
|
||||
public int BuiltMultisVersion;
|
||||
|
||||
/// <summary>Updated on every cache hit/miss. Used by LRU fallback eviction.</summary>
|
||||
public long LastTouchedTicks;
|
||||
|
||||
/// <summary>True if any cell in this chunk has more than one walkable surface (set during build).</summary>
|
||||
public bool HasAnyMultiZ;
|
||||
|
||||
public bool IsCellMultiZ(int cellIndex) => (MultiZCells[cellIndex >> 3] & (1 << (cellIndex & 7))) != 0;
|
||||
|
||||
public void MarkCellMultiZ(int cellIndex)
|
||||
{
|
||||
MultiZCells[cellIndex >> 3] |= (byte)(1 << (cellIndex & 7));
|
||||
HasAnyMultiZ = true;
|
||||
}
|
||||
}
|
||||
39
Projects/UOContent/Engines/Pathing/Cache/StepMask.cs
Normal file
39
Projects/UOContent/Engines/Pathing/Cache/StepMask.cs
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
namespace Server.Engines.Pathing.Cache;
|
||||
|
||||
public readonly struct StepMask(
|
||||
byte mask,
|
||||
sbyte destZn,
|
||||
sbyte destZne,
|
||||
sbyte destZe,
|
||||
sbyte destZse,
|
||||
sbyte destZs,
|
||||
sbyte destZsw,
|
||||
sbyte destZw,
|
||||
sbyte destZnw
|
||||
)
|
||||
{
|
||||
public readonly byte Mask = mask;
|
||||
public readonly sbyte DestZ_N = destZn;
|
||||
public readonly sbyte DestZ_NE = destZne;
|
||||
public readonly sbyte DestZ_E = destZe;
|
||||
public readonly sbyte DestZ_SE = destZse;
|
||||
public readonly sbyte DestZ_S = destZs;
|
||||
public readonly sbyte DestZ_SW = destZsw;
|
||||
public readonly sbyte DestZ_W = destZw;
|
||||
public readonly sbyte DestZ_NW = destZnw;
|
||||
|
||||
public bool IsWalkable(Direction d) => (Mask & (1 << (int)d)) != 0;
|
||||
|
||||
public sbyte GetDestZ(Direction d) => d switch
|
||||
{
|
||||
Direction.North => DestZ_N,
|
||||
Direction.Right => DestZ_NE,
|
||||
Direction.East => DestZ_E,
|
||||
Direction.Down => DestZ_SE,
|
||||
Direction.South => DestZ_S,
|
||||
Direction.Left => DestZ_SW,
|
||||
Direction.West => DestZ_W,
|
||||
Direction.Up => DestZ_NW,
|
||||
_ => 0
|
||||
};
|
||||
}
|
||||
280
Projects/UOContent/Engines/Pathing/Cache/StepProbe.cs
Normal file
280
Projects/UOContent/Engines/Pathing/Cache/StepProbe.cs
Normal file
|
|
@ -0,0 +1,280 @@
|
|||
using System;
|
||||
using CalcMoves = Server.Movement.Movement;
|
||||
|
||||
namespace Server.Engines.Pathing.Cache;
|
||||
|
||||
/// <summary>
|
||||
/// Computes static-only walkability for a single cell — the per-cell, per-direction
|
||||
/// "can step" mask and destination Z, based purely on land + statics + multis. Mirrors
|
||||
/// <see cref="MovementImpl"/>.Check minus the item and mobile collision phases.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Default-walker scope: assumes CanSwim=false, CanFly=false, CanOpenDoors=false,
|
||||
/// CantWalk=false. Single source-Z per cell. Diagonal corner-cut is NOT applied here;
|
||||
/// callers must AND the partner-cell results at query time per the creature rule
|
||||
/// (one cardinal partner walkable suffices).
|
||||
/// </remarks>
|
||||
public static class StepProbe
|
||||
{
|
||||
private const int PersonHeight = 16;
|
||||
private const int StepHeight = 2;
|
||||
|
||||
public static StepMask ComputeMaskAt(Map map, int x, int y, sbyte sourceZ)
|
||||
{
|
||||
if (map == null || map == Map.Internal)
|
||||
{
|
||||
return default;
|
||||
}
|
||||
|
||||
GetStaticStartZ(map, x, y, sourceZ, out var startZ, out var startTop, out _);
|
||||
|
||||
byte mask = 0;
|
||||
Span<sbyte> destZs = stackalloc sbyte[8];
|
||||
|
||||
for (var d = 0; d < 8; d++)
|
||||
{
|
||||
var dx = x;
|
||||
var dy = y;
|
||||
CalcMoves.Offset((Direction)d, ref dx, ref dy);
|
||||
|
||||
if (CheckStaticStep(map, dx, dy, startZ, startTop, out var newZ))
|
||||
{
|
||||
mask |= (byte)(1 << d);
|
||||
destZs[d] = (sbyte)newZ;
|
||||
}
|
||||
}
|
||||
|
||||
return new StepMask(
|
||||
mask,
|
||||
destZs[0], destZs[1], destZs[2], destZs[3],
|
||||
destZs[4], destZs[5], destZs[6], destZs[7]
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the slow path's standing-Z for a default walker at (x, y) with hint locZ.
|
||||
/// This is the Z the creature ends up STANDING AT — typically the topmost walkable
|
||||
/// surface that's reachable from locZ (paver Z+1 for paver-over-ground; landCenter
|
||||
/// for bare land). Mirrors MovementImpl.Check's surface-selection logic for the
|
||||
/// destination cell, distilled to "what Z value does the slow path return as newZ
|
||||
/// when stepping ONTO this cell". Used by StepCache to bake SourceZ
|
||||
/// correctly so A*'s tracked-per-cell Z matches the cache's bake-time assumption.
|
||||
/// </summary>
|
||||
public static int ComputeStandingZ(Map map, int x, int y, int locZ)
|
||||
{
|
||||
GetStaticStartZ(map, x, y, locZ, out _, out _, out var zCenter);
|
||||
return zCenter;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mirrors GetStartZ from MovementImpl, but static-only (no item list).
|
||||
/// Assumes default walker: CanSwim=false, CantWalk=false.
|
||||
/// </summary>
|
||||
private static void GetStaticStartZ(Map map, int x, int y, int locZ, out int zLow, out int zTop, out int zCenter)
|
||||
{
|
||||
var landTile = map.Tiles.GetLandTile(x, y);
|
||||
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
|
||||
var impassable = (flags & TileFlag.Impassable) != 0;
|
||||
|
||||
// CantWalk=false, CanSwim=false → landBlocks = impassable
|
||||
var landBlocks = impassable;
|
||||
|
||||
map.GetAverageZ(x, y, out var landZ, out var landCenter, out var landTop);
|
||||
|
||||
var considerLand = !landTile.Ignored;
|
||||
|
||||
zCenter = zLow = zTop = 0;
|
||||
var isSet = false;
|
||||
|
||||
if (considerLand && !landBlocks && locZ >= landCenter)
|
||||
{
|
||||
zLow = landZ;
|
||||
zCenter = landCenter;
|
||||
zTop = landTop;
|
||||
isSet = true;
|
||||
}
|
||||
|
||||
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
|
||||
{
|
||||
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
||||
var calcTop = tile.Z + id.CalcHeight;
|
||||
|
||||
// CanSwim=false → only check Surface; CantWalk=false
|
||||
if (isSet && calcTop < zCenter || locZ < calcTop || !id.Surface)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
zLow = tile.Z;
|
||||
zCenter = calcTop;
|
||||
|
||||
var top = tile.Z + id.Height;
|
||||
|
||||
if (!isSet || top > zTop)
|
||||
{
|
||||
zTop = top;
|
||||
}
|
||||
|
||||
isSet = true;
|
||||
}
|
||||
|
||||
if (!isSet)
|
||||
{
|
||||
zLow = zTop = locZ;
|
||||
}
|
||||
else if (locZ > zTop)
|
||||
{
|
||||
zTop = locZ;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mirrors MovementImpl.Check for static tiles only.
|
||||
/// Assumes default walker: CanSwim=false, CanFly=false, CantWalk=false,
|
||||
/// AlwaysIgnoreDoors=false. Items and mobile collision phases are omitted.
|
||||
/// </summary>
|
||||
private static bool CheckStaticStep(Map map, int x, int y, int startZ, int startTop, out int newZ)
|
||||
{
|
||||
newZ = 0;
|
||||
|
||||
if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var landTile = map.Tiles.GetLandTile(x, y);
|
||||
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
|
||||
var impassable = (flags & TileFlag.Impassable) != 0;
|
||||
|
||||
// CantWalk=false, CanSwim=false → landBlocks = impassable
|
||||
var landBlocks = impassable;
|
||||
|
||||
var considerLand = !landTile.Ignored;
|
||||
|
||||
map.GetAverageZ(x, y, out var landZ, out var landCenter, out _);
|
||||
|
||||
var moveIsOk = false;
|
||||
|
||||
var stepTop = startTop + StepHeight;
|
||||
var checkTop = startZ + PersonHeight;
|
||||
|
||||
int testTop;
|
||||
|
||||
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
|
||||
{
|
||||
var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
||||
|
||||
// CanSwim=false, CantWalk=false:
|
||||
// Skip if not a passable surface (no swim path either)
|
||||
if (!itemData.Surface || itemData.Impassable)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var itemZ = tile.Z;
|
||||
var itemTop = itemZ;
|
||||
var ourZ = itemZ + itemData.CalcHeight;
|
||||
testTop = checkTop;
|
||||
|
||||
// Pick the candidate closest to startZ; ties broken by higher ourZ
|
||||
if (moveIsOk)
|
||||
{
|
||||
var cmp = Math.Abs(ourZ - startZ) - Math.Abs(newZ - startZ);
|
||||
|
||||
if (cmp > 0 || cmp == 0 && ourZ > newZ)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (ourZ + PersonHeight > testTop)
|
||||
{
|
||||
testTop = ourZ + PersonHeight;
|
||||
}
|
||||
|
||||
if (!itemData.Bridge)
|
||||
{
|
||||
itemTop += itemData.Height;
|
||||
}
|
||||
|
||||
if (stepTop < itemTop)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var landCheck = itemZ + Math.Min(itemData.Height, StepHeight);
|
||||
|
||||
if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// IsOk equivalent: check static tiles don't block (ourZ, testTop) space
|
||||
if (StaticsBlockAt(map, x, y, ourZ, testTop))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
newZ = ourZ;
|
||||
moveIsOk = true;
|
||||
}
|
||||
|
||||
// Land surface fallback (mirrors Check's land block at the bottom)
|
||||
if (!considerLand || landBlocks || stepTop < landZ)
|
||||
{
|
||||
return moveIsOk;
|
||||
}
|
||||
|
||||
testTop = checkTop;
|
||||
|
||||
if (landCenter + PersonHeight > testTop)
|
||||
{
|
||||
testTop = landCenter + PersonHeight;
|
||||
}
|
||||
|
||||
var shouldCheck = true;
|
||||
|
||||
if (moveIsOk)
|
||||
{
|
||||
var cmp = Math.Abs(landCenter - startZ) - Math.Abs(newZ - startZ);
|
||||
|
||||
if (cmp > 0 || cmp == 0 && landCenter > newZ)
|
||||
{
|
||||
shouldCheck = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (shouldCheck && !StaticsBlockAt(map, x, y, landCenter, testTop))
|
||||
{
|
||||
newZ = landCenter;
|
||||
moveIsOk = true;
|
||||
}
|
||||
|
||||
return moveIsOk;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mirrors the static-tile portion of IsOk: returns true if any static tile at (x,y)
|
||||
/// has ImpassableSurface and overlaps the vertical range (ourZ, testTop).
|
||||
/// </summary>
|
||||
private static bool StaticsBlockAt(Map map, int x, int y, int ourZ, int testTop)
|
||||
{
|
||||
foreach (var check in map.Tiles.GetStaticAndMultiTiles(x, y))
|
||||
{
|
||||
var itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
|
||||
|
||||
if (itemData.ImpassableSurface)
|
||||
{
|
||||
var checkZ = check.Z;
|
||||
var checkTop = checkZ + itemData.CalcHeight;
|
||||
|
||||
if (checkTop > ourZ && testTop > checkZ)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +1,9 @@
|
|||
using System;
|
||||
using System.Diagnostics;
|
||||
using Server.Engines.Pathing.Cache;
|
||||
using Server.Items;
|
||||
using Server.PathAlgorithms;
|
||||
using Server.PathAlgorithms.FastAStar;
|
||||
using Server.PathAlgorithms.BitmapAStar;
|
||||
using Server.Spells;
|
||||
using Server.Targeting;
|
||||
|
||||
|
|
@ -31,7 +32,7 @@ namespace Server
|
|||
|
||||
try
|
||||
{
|
||||
var alg = OverrideAlgorithm ?? FastAStarAlgorithm.Instance;
|
||||
var alg = OverrideAlgorithm ?? BitmapAStarAlgorithm.Instance;
|
||||
|
||||
if (alg?.CheckCondition(m, map, start, goal) == true)
|
||||
{
|
||||
|
|
@ -59,6 +60,7 @@ namespace Server
|
|||
public static void Configure()
|
||||
{
|
||||
CommandSystem.Register("Path", AccessLevel.GameMaster, Path_OnCommand);
|
||||
CacheEvictionTimer.Configure();
|
||||
}
|
||||
|
||||
[Usage("Path")]
|
||||
|
|
@ -111,7 +113,7 @@ namespace Server
|
|||
|
||||
SpellHelper.GetSurfaceTop(ref p);
|
||||
|
||||
Path(from, p, FastAStarAlgorithm.Instance, "Fast", 0);
|
||||
Path(from, p, BitmapAStarAlgorithm.Instance, "Bitmap", 0);
|
||||
OverrideAlgorithm = null;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue