feat: expand cache to nearly all mobiles + dynamic-obstacle pass (#2447)
## Summary Builds on PR #2446's cache-direct A*. The previous PR conservatively routed players + creatures with capability flags entirely through the slow path. This PR pushes that line: most mobile classes now use the cache, with the right rule set layered on top per-mobile, and the cache fast-path now does the dynamic items / mobiles check that PR #2446 had silently skipped. ## What changed - **Non-GM players** now use the cache. Diagonal corner-cut applies the strict AND-rule (BOTH cardinal partners walkable) by reading the same source-cell mask byte the creature OR-rule reads — both rules are evaluable from one byte. - **Creatures with `CanOpenDoors` / `CanMoveOverObstacles`** now use the cache. Reading `MovementImpl` confirmed those flags only affect dynamic items, never static tiles, so they were over-conservatively excluded before. - **Swim creatures** now use the cache via a capability overlay. `StepProbe` bakes a second rule set (`canSwim=true, cantWalk=true`) producing `WetMask` + `SwimZ_*`. The algorithm composes `effectiveMask = (walkMask & !cantWalk) | (wetMask & canSwim)` per direction; walk Z preferred when both apply. - **Dynamic-obstacle pass.** Cache fast-path now mirrors `MovementImpl`'s per-cell items + mobiles collision check (`GetItemsAt` / `GetMobilesAt` at the target cell, with `CanOpenDoors` / `CanMoveOverObstacles` / spell-field overrides). This closes a correctness gap from PR #2446 — the cache fast-path was silently skipping dynamic obstacles entirely. - **`StepCache.TryGetMask` returns `StepMask` struct** instead of 11 out parameters. `HitKind` rolls into the struct with an `IsHit` accessor. Sets up wet/swim without ballooning the call site. - **`StepChunk.MultiZCells` is lazy-init.** Most chunks are entirely single-Z; allocating the 32-byte bitmap up-front wasted ~256KB at full cap. - **Admin commands.** `[PathCacheStats` (resident chunks + hit/miss/eviction counters) and `[PathCacheClear` (drop everything, zero counters). - **Feature flag.** `bitmap_pathfinding_cache` (default true) gates the cache fast-path. Flipped off, every cell expansion routes to `MovementImpl` — equivalent to PR #2446's slow-path-only behavior. Safety net for shipping the new behavior. `RequiresSlowPath` shrinks to just `CanFly` — flying creatures Z-jump arbitrarily, which the cache's static-Z model can't accommodate.
This commit is contained in:
parent
6a3804addc
commit
9066e8fd00
16 changed files with 856 additions and 290 deletions
|
|
@ -1,6 +1,7 @@
|
|||
using Server.Engines.Pathing.Cache;
|
||||
using Server.Mobiles;
|
||||
using Server.PathAlgorithms.BitmapAStar;
|
||||
using Server.Systems.FeatureFlags;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
|
|
@ -54,7 +55,7 @@ public class BitmapAStarAlgorithmTests
|
|||
[Theory]
|
||||
[InlineData(1500, 1600, 1498, 1598)] // NW, 2 cells diagonal
|
||||
[InlineData(1500, 1600, 1497, 1599)] // NW-ish, 3 W + 1 N
|
||||
public void CapabilityCreature_FindsPath_ViaInlineSlowPath(int sx, int sy, int gx, int gy)
|
||||
public void SwimCreature_FindsPath_ViaCacheCapabilityOverlay(int sx, int sy, int gx, int gy)
|
||||
{
|
||||
StepCache.Instance.Clear();
|
||||
var map = Map.Maps[1];
|
||||
|
|
@ -62,27 +63,270 @@ public class BitmapAStarAlgorithmTests
|
|||
|
||||
var stub = new SwimmingStub(World.NewMobile);
|
||||
stub.DefaultMobileInit();
|
||||
stub.CanSwim = true; // forces non-default-walker → inline GetSuccessorsSlowPath
|
||||
stub.CanSwim = true; // overlay route — cache + (walkMask | wetMask&canSwim)
|
||||
map.GetAverageZ(sx, sy, out _, out var startZ, out _);
|
||||
var start = new Point3D(sx, sy, (sbyte)startZ);
|
||||
var goal = new Point3D(gx, gy, (sbyte)startZ);
|
||||
|
||||
stub.MoveToWorld(start, map);
|
||||
|
||||
var statsBefore = StepCache.Instance.GetStats();
|
||||
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
|
||||
var statsAfter = StepCache.Instance.GetStats();
|
||||
|
||||
stub.Delete();
|
||||
|
||||
// Capability creature: assert reachability — exact length depends on terrain and
|
||||
// tie-breaking, but a swimmer should always reach a goal a default walker reaches
|
||||
// on dry land (CanSwim is permissive, never restrictive).
|
||||
Assert.NotNull(result);
|
||||
Assert.NotEmpty(result);
|
||||
Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
|
||||
"CanSwim creature should use the cache via capability overlay, not the slow path");
|
||||
_output.WriteLine($"swimmer ({sx},{sy})->({gx},{gy}): {result.Length} steps");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DynamicObstaclePass_RejectsCellOccupiedByLivingMobile()
|
||||
{
|
||||
StepCache.Instance.Clear();
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
// (1500, 1600) walks N/W/NW only (mask=0xC1). Path NW two cells; plant a blocker
|
||||
// on the direct NW step so the algorithm must route via N→W or W→N around it.
|
||||
var sx = 1500;
|
||||
var sy = 1600;
|
||||
var gx = 1498;
|
||||
var gy = 1598;
|
||||
var blockX = 1499;
|
||||
var blockY = 1599;
|
||||
|
||||
map.GetAverageZ(sx, sy, out _, out var startZ, out _);
|
||||
var start = new Point3D(sx, sy, (sbyte)startZ);
|
||||
var goal = new Point3D(gx, gy, (sbyte)startZ);
|
||||
|
||||
var walker = new DefaultWalkerStub();
|
||||
walker.MoveToWorld(start, map);
|
||||
|
||||
// Living blocker on the only direct-line cell. CanMoveOver returns false for an
|
||||
// alive non-staff mobile, so the dynamic-obstacle pass must reject this cell.
|
||||
map.GetAverageZ(blockX, blockY, out _, out var blockZ, out _);
|
||||
var blocker = new DefaultWalkerStub();
|
||||
blocker.MoveToWorld(new Point3D(blockX, blockY, (sbyte)blockZ), map);
|
||||
|
||||
var result = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
|
||||
|
||||
// Path may exist via an alternate route, but must NOT pass through the blocker.
|
||||
Assert.NotNull(result);
|
||||
var x = sx;
|
||||
var y = sy;
|
||||
foreach (var dir in result)
|
||||
{
|
||||
Server.Movement.Movement.Offset(dir, ref x, ref y);
|
||||
Assert.False(x == blockX && y == blockY,
|
||||
$"path traversed blocker cell ({blockX},{blockY})");
|
||||
}
|
||||
|
||||
walker.Delete();
|
||||
blocker.Delete();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DynamicObstaclePass_RejectsCellOccupiedByImpassableItem()
|
||||
{
|
||||
StepCache.Instance.Clear();
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
// Same NW-around-blocker scenario as the mobile-blocker test, but with an item.
|
||||
var sx = 1500;
|
||||
var sy = 1600;
|
||||
var gx = 1498;
|
||||
var gy = 1598;
|
||||
var blockX = 1499;
|
||||
var blockY = 1599;
|
||||
|
||||
// Find any ItemID whose TileData has ImpassableSurface so the dynamic pass
|
||||
// rejects the cell. Pinning to a specific ID would couple the test to UO art data.
|
||||
ushort blockerItemId = 0;
|
||||
for (ushort id = 1; id < TileData.MaxItemValue; id++)
|
||||
{
|
||||
if (TileData.ItemTable[id].ImpassableSurface)
|
||||
{
|
||||
blockerItemId = id;
|
||||
break;
|
||||
}
|
||||
}
|
||||
Assert.NotEqual<ushort>(0, blockerItemId);
|
||||
|
||||
map.GetAverageZ(sx, sy, out _, out var startZ, out _);
|
||||
var start = new Point3D(sx, sy, (sbyte)startZ);
|
||||
var goal = new Point3D(gx, gy, (sbyte)startZ);
|
||||
|
||||
var walker = new DefaultWalkerStub();
|
||||
walker.MoveToWorld(start, map);
|
||||
|
||||
map.GetAverageZ(blockX, blockY, out _, out var blockZ, out _);
|
||||
var blocker = new Item(World.NewItem)
|
||||
{
|
||||
ItemID = blockerItemId,
|
||||
Map = map,
|
||||
Location = new Point3D(blockX, blockY, (sbyte)blockZ)
|
||||
};
|
||||
|
||||
var result = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
|
||||
|
||||
Assert.NotNull(result);
|
||||
var x = sx;
|
||||
var y = sy;
|
||||
foreach (var dir in result)
|
||||
{
|
||||
Server.Movement.Movement.Offset(dir, ref x, ref y);
|
||||
Assert.False(x == blockX && y == blockY,
|
||||
$"path traversed item-blocker cell ({blockX},{blockY})");
|
||||
}
|
||||
|
||||
walker.Delete();
|
||||
blocker.Delete();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FeatureFlagDisabled_RoutesToSlowPath_NoCacheUse()
|
||||
{
|
||||
StepCache.Instance.Clear();
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
var stub = new DefaultWalkerStub();
|
||||
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
|
||||
var start = new Point3D(1500, 1600, (sbyte)startZ);
|
||||
var goal = new Point3D(1498, 1598, (sbyte)startZ);
|
||||
stub.MoveToWorld(start, map);
|
||||
|
||||
var statsBefore = StepCache.Instance.GetStats();
|
||||
var prevFlag = ContentFeatureFlags.BitmapPathfindingCache;
|
||||
try
|
||||
{
|
||||
ContentFeatureFlags.BitmapPathfindingCache = false;
|
||||
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
|
||||
Assert.NotNull(result);
|
||||
Assert.NotEmpty(result);
|
||||
}
|
||||
finally
|
||||
{
|
||||
ContentFeatureFlags.BitmapPathfindingCache = prevFlag;
|
||||
}
|
||||
var statsAfter = StepCache.Instance.GetStats();
|
||||
|
||||
stub.Delete();
|
||||
Assert.Equal(statsBefore.BuildsTotal, statsAfter.BuildsTotal);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FlyCreature_RoutesToSlowPath_NoCacheUse()
|
||||
{
|
||||
StepCache.Instance.Clear();
|
||||
var map = Map.Maps[1];
|
||||
|
||||
var stub = new FlyingStub(World.NewMobile);
|
||||
stub.DefaultMobileInit();
|
||||
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
|
||||
var start = new Point3D(1500, 1600, (sbyte)startZ);
|
||||
var goal = new Point3D(1498, 1598, (sbyte)startZ);
|
||||
|
||||
stub.MoveToWorld(start, map);
|
||||
|
||||
var statsBefore = StepCache.Instance.GetStats();
|
||||
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
|
||||
var statsAfter = StepCache.Instance.GetStats();
|
||||
|
||||
stub.Delete();
|
||||
|
||||
Assert.NotNull(result);
|
||||
Assert.NotEmpty(result);
|
||||
Assert.Equal(statsBefore.BuildsTotal, statsAfter.BuildsTotal);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NonGmPlayer_UsesCache_WithStrictDiagonalRule()
|
||||
{
|
||||
StepCache.Instance.Clear();
|
||||
var map = Map.Maps[1];
|
||||
Assert.NotNull(map);
|
||||
|
||||
var stub = new PlayerStub();
|
||||
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
|
||||
var start = new Point3D(1500, 1600, (sbyte)startZ);
|
||||
var goal = new Point3D(1498, 1598, (sbyte)startZ);
|
||||
|
||||
stub.MoveToWorld(start, map);
|
||||
|
||||
var statsBefore = StepCache.Instance.GetStats();
|
||||
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
|
||||
var statsAfter = StepCache.Instance.GetStats();
|
||||
|
||||
stub.Delete();
|
||||
|
||||
Assert.NotNull(result);
|
||||
Assert.NotEmpty(result);
|
||||
// BuildsTotal increments on every chunk build, which happens only when the cache
|
||||
// is queried. Slow path never touches the cache.
|
||||
Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
|
||||
"Non-GM player should use the cache, not the slow path");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DoorCreature_UsesCache_NotSlowPath()
|
||||
{
|
||||
StepCache.Instance.Clear();
|
||||
var map = Map.Maps[1];
|
||||
|
||||
var stub = new DoorOpenerStub(World.NewMobile);
|
||||
stub.DefaultMobileInit();
|
||||
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
|
||||
var start = new Point3D(1500, 1600, (sbyte)startZ);
|
||||
var goal = new Point3D(1498, 1598, (sbyte)startZ);
|
||||
|
||||
stub.MoveToWorld(start, map);
|
||||
|
||||
var statsBefore = StepCache.Instance.GetStats();
|
||||
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
|
||||
var statsAfter = StepCache.Instance.GetStats();
|
||||
|
||||
stub.Delete();
|
||||
|
||||
Assert.NotNull(result);
|
||||
Assert.NotEmpty(result);
|
||||
Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
|
||||
"CanOpenDoors creature should use the cache (doors are dynamic items)");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ObstacleCreature_UsesCache_NotSlowPath()
|
||||
{
|
||||
StepCache.Instance.Clear();
|
||||
var map = Map.Maps[1];
|
||||
|
||||
var stub = new ObstacleClimberStub(World.NewMobile);
|
||||
stub.DefaultMobileInit();
|
||||
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
|
||||
var start = new Point3D(1500, 1600, (sbyte)startZ);
|
||||
var goal = new Point3D(1498, 1598, (sbyte)startZ);
|
||||
|
||||
stub.MoveToWorld(start, map);
|
||||
|
||||
var statsBefore = StepCache.Instance.GetStats();
|
||||
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
|
||||
var statsAfter = StepCache.Instance.GetStats();
|
||||
|
||||
stub.Delete();
|
||||
|
||||
Assert.NotNull(result);
|
||||
Assert.NotEmpty(result);
|
||||
Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
|
||||
"CanMoveOverObstacles creature should use the cache (movables are dynamic items)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plain Mobile — IsDefaultWalker returns true, the bitmap algorithm uses the cache
|
||||
/// Plain Mobile — RequiresSlowPath returns false, the bitmap algorithm uses the cache
|
||||
/// fast path on every expansion.
|
||||
/// </summary>
|
||||
private sealed class DefaultWalkerStub : Mobile
|
||||
|
|
@ -94,10 +338,23 @@ public class BitmapAStarAlgorithmTests
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// BaseCreature with CanSwim=true — IsDefaultWalker returns false, the bitmap
|
||||
/// algorithm short-circuits GetSuccessors to GetSuccessorsSlowPath on every cell.
|
||||
/// Use the Serial constructor (deserialization path) to bypass NPCSpeeds init,
|
||||
/// which requires the npc-speeds.json table loaded — not available in tests.
|
||||
/// Mobile with Player=true and default AccessLevel (Player). Triggers the strict
|
||||
/// AND-rule for diagonal corner-cut while still using the cache.
|
||||
/// </summary>
|
||||
private sealed class PlayerStub : Mobile
|
||||
{
|
||||
public PlayerStub()
|
||||
{
|
||||
Body = 0xC9;
|
||||
Player = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// BaseCreature with CanSwim=true — uses the cache via capability overlay (walk OR
|
||||
/// (wet AND canSwim)). Use the Serial constructor (deserialization path) to bypass
|
||||
/// NPCSpeeds init, which requires the npc-speeds.json table loaded — not available
|
||||
/// in tests.
|
||||
/// </summary>
|
||||
private sealed class SwimmingStub : BaseCreature
|
||||
{
|
||||
|
|
@ -106,4 +363,38 @@ public class BitmapAStarAlgorithmTests
|
|||
Body = 0xC9;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// BaseCreature with CanFly=true — RequiresSlowPath returns true (Z-jumping is beyond
|
||||
/// the cache's static-only scope), so GetSuccessors short-circuits to the slow path.
|
||||
/// </summary>
|
||||
private sealed class FlyingStub : BaseCreature
|
||||
{
|
||||
public FlyingStub(Serial serial) : base(serial)
|
||||
{
|
||||
Body = 0xC9;
|
||||
}
|
||||
|
||||
public override bool CanFly => true;
|
||||
}
|
||||
|
||||
private sealed class DoorOpenerStub : BaseCreature
|
||||
{
|
||||
public DoorOpenerStub(Serial serial) : base(serial)
|
||||
{
|
||||
Body = 0xC9;
|
||||
}
|
||||
|
||||
public override bool CanOpenDoors => true;
|
||||
}
|
||||
|
||||
private sealed class ObstacleClimberStub : BaseCreature
|
||||
{
|
||||
public ObstacleClimberStub(Serial serial) : base(serial)
|
||||
{
|
||||
Body = 0xC9;
|
||||
}
|
||||
|
||||
public override bool CanMoveOverObstacles => true;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue