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.
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16 changed files with 1832 additions and 50 deletions
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using Server.Engines.Pathing.Cache;
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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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[Collection("Sequential Pathfinding Tests")]
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public class StepCacheParityTests
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{
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private readonly ITestOutputHelper _output;
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public StepCacheParityTests(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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[InlineData("britain_inn_dense", 1480, 1610, 32)]
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[InlineData("trammel_open_plain", 1500, 1600, 32)]
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[InlineData("britain_causeway", 1475, 1641, 32)]
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public void CacheMatchesBaker(string label, int xStart, int yStart, int size)
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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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var disagreements = 0;
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var samples = 0;
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var multiZ = 0;
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for (var x = xStart; x < xStart + size; x++)
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{
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for (var y = yStart; y < yStart + size; y++)
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{
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map.GetAverageZ(x, y, out _, out var avgZ, out _);
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// The cache bakes from the slow path's standing Z (the Z a creature actually
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// stands at on this cell). Query with the same Z so the source-Z guard
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// doesn't false-positive on every paver cell.
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var sourceZ = (sbyte)StepProbe.ComputeStandingZ(map, x, y, avgZ);
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var baker = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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var ok = cache.TryGetMask(
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map, x, y, sourceZ,
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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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samples++;
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if (hitKind == CacheHitKind.Fallthrough_MultiZ)
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{
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multiZ++;
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continue;
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}
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Assert.True(ok, $"Cache returned !ok at ({x},{y}) hitKind={hitKind}");
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if (mask != baker.Mask)
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{
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disagreements++;
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_output.WriteLine($"MASK DIFF @ ({x},{y}) cache=0x{mask:X2} baker=0x{baker.Mask:X2}");
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continue;
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}
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if (dN != baker.DestZ_N || dNE != baker.DestZ_NE || dE != baker.DestZ_E || dSE != baker.DestZ_SE
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|| dS != baker.DestZ_S || dSW != baker.DestZ_SW || dW != baker.DestZ_W || dNW != baker.DestZ_NW)
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{
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disagreements++;
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_output.WriteLine($"Z DIFF @ ({x},{y}) cache=({dN},{dNE},{dE},{dSE},{dS},{dSW},{dW},{dNW}) baker=({baker.DestZ_N},{baker.DestZ_NE},{baker.DestZ_E},{baker.DestZ_SE},{baker.DestZ_S},{baker.DestZ_SW},{baker.DestZ_W},{baker.DestZ_NW})");
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}
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}
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}
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_output.WriteLine($"[{label}] samples={samples} disagreements={disagreements} multiZ={multiZ}");
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// Non-vacuity: at least the inn region must have at least one cell that produced a real cache answer.
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if (label == "britain_inn_dense")
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{
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Assert.True(samples - multiZ > 0, "expected real cache answers in dense region");
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}
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Assert.Equal(0, disagreements);
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}
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}
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