feat(pathfinding): non-eager TryGetMask + second-touch promotion (#2451)

## Summary

Closes the Cold-cache regression flagged in PR #2450. `StepCache.TryGetMask` no longer eagerly runs `BuildChunk` on the first miss for a chunk that isn't in a `.swb` lazy reader. Instead it returns `Fallthrough_NotBuilt` and the caller (`BitmapAStarAlgorithm`) takes the per-cell slow path. The chunk is only promoted to the bitmap fast path after the **second** miss within a 30-second window, filtering single-touch pass-throughs.

This makes BitmapAStar's worst-case (cold cache + short hops) collapse from **12–47× slower** than FastAStar to **roughly the same**, which is the floor the slow path can deliver. Steady-state warm performance (the actual deliverable) is unchanged from PR-5 — it was always the cache fast path.

## The pet-follow scenario this fixes

A mounted player at ~4 tiles/sec with a pet/hireable following will trigger an NPC pathfind every 100–300 ms. Each pathfind is 1–6 tiles. As the player crosses chunk boundaries (~4 sec/chunk), the pet's first pathfind in the new chunk under the previous behavior triggered a full ~700 µs `BuildChunk` for a chunk the player would leave shortly after. At 50–100 mobiles per shard, this exceeded the 8 ms tick budget. PR-5 BDN data showed scenarios 6–9 (2–8 tile NPC perception) at 2,300–3,700 µs Cold vs FastAStar's 80–200 µs.

Under the new gate:

- First miss → `Fallthrough_NotBuilt` → caller uses slow path (~30–50 µs short path). No `BuildChunk`. No allocation.
- Player keeps moving → chunk never gets a second touch within window → never promoted, no rot.
- NPC patrolling a fixed territory → repeatedly hits the same chunks → second touch within window → promote → cache fast path on subsequent calls.

## What changed

- **`CacheHitKind.Fallthrough_NotBuilt = 6`** + **`CacheStats.FallthroughNotBuilt`** counter. `IsHit=false`, so the caller routes to slow path.
- **`StepCache._chunkMissTracker`** — `Dictionary<long, ChunkMissState>` capped at 4096 entries. State is `(byte missCount, uint lastMissTickStamp)` keyed by chunk key. Window-expired entries reset count to 1; capacity overflow prunes window-old entries first.
- **`StepCache.MissPromotionThreshold`** (default `2`) and **`StepCache.MissPromotionWindowMs`** (default `30_000`) — tunable, can be wired through `ServerConfiguration` if shards want different policy. Setting threshold to `1` restores legacy eager-build behavior (used by tests that prime chunks via single `TryGetMask` call).
- **`StepCache.TryGetMask` miss branch** — try lazy reader first (file-loaded chunks bypass the tracker entirely; an `.swb` represents an explicit prior decision to keep the chunk warm). Otherwise consult the tracker.
- **`BitmapAStarAlgorithm.GetSuccessorsSlowPath`** now layers `IsBlockedByDynamic` on top of `CalcMoves.CheckMovement`. Previously the slow path only ran for `CanFly` creatures and rare cache fallthroughs — `CheckMovement` doesn't iterate same-cell mobiles, so the bitmap fast path's `IsBlockedByDynamic` was the only mobile-blocking check. Now first-touch pathfinds run through the slow path, so the gap had to close.

## Tests

50 pathfinding tests pass (was 47). New / updated:

- **`TryGetMask_FirstTouchOnUnbuiltChunk_DefersBuildAndReturnsFallthrough`** — single TryGetMask call returns `Fallthrough_NotBuilt`, no chunk built, no allocation.
- **`TryGetMask_SecondTouchWithinWindow_PromotesAndBuilds`** — second call inside the 30s window builds + serves.
- **`TryGetMask_SecondTouchAfterWindow_RestartsCounterAndDefers`** — second call outside the window restarts the count, returns Fallthrough again.
- **`TryGetMask_DistinctChunks_TrackedIndependently`** — counters are per-chunk; one touch on each of two adjacent chunks both stay in fallthrough.
- **`LazyReaderHit_BypassesMissTrackerOnFirstTouch`** — open `.swb` + first touch hits without consulting the tracker. Production with `.swb` loaded skips the gate entirely.
- **`MultisVersion_Bump_TriggersDirtyRebuild`** — updated to reflect the new 3-step flow (Fallthrough → Miss_NotBuilt → Miss_DirtyRebuild).
- Tests that prime chunks via a single `TryGetMask` call (multi-Z, Tier4, lifecycle, parity, BitmapAStar uses-cache) set `MissPromotionThreshold = 1` to opt into eager behavior.

## Expected BDN impact

The Cold column from PR-5's BDN should change as follows once the bench's submodule pointer is updated to this branch:

| # | Scenario        | Cold (PR-5)  | Cold (PR-6 expected) | FastAStar Cold |
|--:|-----------------|-------------:|---------------------:|---------------:|
| 2 | sewer corridor  | 1,627 µs     | ~36 µs               | 36 µs          |
| 4 | causeway        | 1,533 µs     | ~39 µs               | 39 µs          |
| 6 | pet 2-tile      | 2,364 µs     | ~80 µs               | 81 µs          |
| 8 | npc 5-tile      | 3,708 µs     | ~140 µs              | 141 µs         |
| 9 | npc 8-tile      | 2,386 µs     | ~200 µs              | 197 µs         |

WarmNoFile and LazyWarm rows should be unchanged — they were always cache-warm. The miss tracker only fires when neither resident chunks nor the lazy reader can satisfy the request.

## Future work (not in this PR)

- **Background-thread bake**: builds outside the game thread so even promoted chunks don't pay the 700 µs build cost on the main thread. Rule 10 (no Task.Run) applies, so this needs careful design — the bake is a pure data transform but main-thread synchronization on chunk-state transitions has to be threaded through. Defer to a follow-up.
- **Long-traverse BDN scenario**: a multi-Find benchmark simulating 50 pet repaths across chunk transitions. Requires restructuring the bench harness; the existing 10-scenario corpus + Cold provider already exercises the gate.
- **Swim sourceZ bake**: scenario 5 (sea serpent) shows 56 B alloc on warm paths because the cache's SourceZ is computed under default-walker rules. Swim creatures fall through to slow path. Independent of this PR.
This commit is contained in:
Kamron Batman 2026-06-06 13:11:53 -07:00 • committed by GitHub
parent cff9fbda29
commit 9a3d88988c
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14 changed files with 1664 additions and 163 deletions

View file

@ -108,6 +108,12 @@ public class BitmapAStarAlgorithm : PathAlgorithm
return null;
}
// Mark a new Find generation so the StepCache promotion gate counts THIS pathfind
// as one touch per chunk regardless of how many times the expansion frontier
// probes a given chunk. Without this, A* hits each visited chunk dozens of times
// and trips the threshold immediately.
StepCache.Instance.BeginFindGeneration();
Server.Engines.Pathing.PathfindRecorder.RecordIfEnabled(m, map, start, goal);
_currentMobileNeedsSlowPath = RequiresSlowPath(m);
@ -494,6 +500,8 @@ public class BitmapAStarAlgorithm : PathAlgorithm
/// <summary>
/// Per-direction <see cref="CalcMoves.CheckMovement"/> loop for a single source cell.
/// Runs on cache fallthrough or when <see cref="_currentMobileNeedsSlowPath"/> is set.
/// CheckMovement validates land/statics/items via MovementImpl; dynamic mobile blocking
/// is layered on top because MovementImpl doesn't iterate same-cell mobiles.
/// </summary>
private static int GetSuccessorsSlowPath(Mobile m, Map map, int px, int py, Point3D p3D, int[] vals)
{
@ -510,15 +518,23 @@ public class BitmapAStarAlgorithm : PathAlgorithm
continue;
}
if (CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out var z))
if (!CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out var z))
{
var idx = GetIndex(x + _xOffset, y + _yOffset, z);
continue;
}
if (idx >= 0 && idx < NodeCount)
{
_nodes[idx].z = z;
vals[count++] = idx;
}
var absX = x + _xOffset;
var absY = y + _yOffset;
if (IsBlockedByDynamic(m, map, absX, absY, z))
{
continue;
}
var idx = GetIndex(absX, absY, z);
if (idx >= 0 && idx < NodeCount)
{
_nodes[idx].z = z;
vals[count++] = idx;
}
}

View file

@ -3,7 +3,7 @@ namespace Server.Engines.Pathing.Cache;
/// <summary>
/// Outcome categories for StepCache.TryGetMask. Used for telemetry and to drive
/// the slow-path fallthrough decision in callers. Ordering is load-bearing:
/// values 0-2 are hits, values 3-5 are fallthroughs (see StepMask.IsHit).
/// values 0-2 are hits, values 3-6 are fallthroughs (see StepMask.IsHit).
/// </summary>
public enum CacheHitKind : byte
{
@ -13,4 +13,5 @@ public enum CacheHitKind : byte
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
Fallthrough_NotBuilt = 6, // first-touch miss without lazy file hit; build deferred until second touch
}

View file

@ -12,6 +12,7 @@ public readonly struct CacheStats(
long fallthroughMultiZ,
long fallthroughOffMap,
long fallthroughSourceZMismatch,
long fallthroughNotBuilt,
long evictionsByLruCap,
long buildsTotal
)
@ -23,6 +24,7 @@ public readonly struct CacheStats(
public readonly long FallthroughMultiZ = fallthroughMultiZ;
public readonly long FallthroughOffMap = fallthroughOffMap;
public readonly long FallthroughSourceZMismatch = fallthroughSourceZMismatch;
public readonly long FallthroughNotBuilt = fallthroughNotBuilt;
public readonly long EvictionsByLruCap = evictionsByLruCap;
public readonly long BuildsTotal = buildsTotal;
}

View file

@ -24,6 +24,29 @@ public sealed class StepCache
// with _chunks: append on Miss_NotBuilt, swap-and-pop on eviction.
private readonly List<long> _keysList = new();
// Second-touch promotion tracker. A chunk's first miss within the window returns
// Fallthrough_NotBuilt; the caller takes the slow path. The Nth DISTINCT-FIND miss
// within the same window (where N = MissPromotionThreshold) promotes to BuildChunk +
// serve. We count distinct Find generations, not raw TryGetMask calls — A* expansion
// hits each visited chunk many times in one Find, so per-call counting hits threshold
// immediately and defeats the gate. Per-Find counting filters single-Find pass-throughs
// (pet following a moving player) while still promoting chunks revisited by multiple
// Finds (NPC patrolling fixed territory).
private readonly Dictionary<long, ChunkMissState> _chunkMissTracker = new();
private const int MaxMissTrackerEntries = 4096;
// Generation counter incremented by BeginFindGeneration(). Sentinel 0 = "no Find started
// yet"; treated as a distinct generation per call so callers that bypass BeginFindGeneration
// (single-call tests, BakeMap with threshold=1) get sensible behavior.
private uint _findGeneration;
private struct ChunkMissState
{
public byte MissCount;
public uint LastMissTickStamp;
public uint LastFindGeneration;
}
// Telemetry counters
private long _hits;
private long _missesNotBuilt;
@ -31,6 +54,7 @@ public sealed class StepCache
private long _fallthroughMultiZ;
private long _fallthroughOffMap;
private long _fallthroughSourceZMismatch;
private long _fallthroughNotBuilt;
private long _evictionsByLruCap;
private long _buildsTotal;
@ -39,6 +63,43 @@ public sealed class StepCache
/// <summary>Hard cap on resident chunk count. Default 8192. Override for tests / ops.</summary>
public int MaxResidentChunks { get; set; } = 8192;
/// <summary>
/// When true, <see cref="TryOpenLazyReader"/> immediately materializes every chunk in
/// the .swb file into the resident set, paying the file-load cost upfront at boot
/// instead of on first query. Trades ~25–50ms boot time per fully-baked map for zero
/// first-touch latency in production. Default off — preserves the lazy memory profile.
/// </summary>
public bool PreloadOnLazyOpen { get; set; }
/// <summary>
/// Number of misses on the same chunk within <see cref="MissPromotionWindowMs"/>
/// required to trigger a build. 1 = eager (legacy behavior). 2 = second-touch (default,
/// filters single-touch pass-throughs).
/// </summary>
public int MissPromotionThreshold { get; set; } = 2;
/// <summary>
/// Window over which misses against the same chunk accumulate toward promotion.
/// Misses spaced wider than this restart the count. Default 30s.
/// </summary>
public uint MissPromotionWindowMs { get; set; } = 30_000;
/// <summary>
/// Marks the start of a new pathfind. The promotion gate counts distinct Find
/// generations per chunk, not raw TryGetMask calls — call this once at the top of
/// each pathfind invocation so multiple cell expansions within one Find don't trip
/// the threshold. Wraps at uint.MaxValue back to 1 (0 is reserved as the
/// "no Find started yet" sentinel).
/// </summary>
public void BeginFindGeneration()
{
unchecked { _findGeneration++; }
if (_findGeneration == 0) { _findGeneration = 1; }
}
/// <summary>Test-only: read the current Find generation.</summary>
internal uint CurrentFindGeneration => _findGeneration;
/// <summary>
/// Pack (mapId, chunkX, chunkY) into a single long key.
/// Layout: [reserved 16][mapId 16][chunkX 16][chunkY 16].
@ -54,6 +115,7 @@ public sealed class StepCache
fallthroughMultiZ: _fallthroughMultiZ,
fallthroughOffMap: _fallthroughOffMap,
fallthroughSourceZMismatch: _fallthroughSourceZMismatch,
fallthroughNotBuilt: _fallthroughNotBuilt,
evictionsByLruCap: _evictionsByLruCap,
buildsTotal: _buildsTotal
);
@ -79,12 +141,15 @@ public sealed class StepCache
{
_chunks.Clear();
_keysList.Clear();
_chunkMissTracker.Clear();
_findGeneration = 0;
_hits = 0;
_missesNotBuilt = 0;
_missesDirtyRebuild = 0;
_fallthroughMultiZ = 0;
_fallthroughOffMap = 0;
_fallthroughSourceZMismatch = 0;
_fallthroughNotBuilt = 0;
_evictionsByLruCap = 0;
_buildsTotal = 0;
}
@ -123,18 +188,30 @@ public sealed class StepCache
return 0;
}
var chunkCols = (map.Width + ChunkSize - 1) / ChunkSize;
var chunkRows = (map.Height + ChunkSize - 1) / ChunkSize;
for (var cy = 0; cy < chunkRows; cy++)
// BakeMap is an explicit decision to populate every chunk; the promotion gate
// would otherwise return Fallthrough_NotBuilt for every chunk (each touched once)
// and the bake would write an empty file. Force eager build for the duration.
var prevThreshold = MissPromotionThreshold;
MissPromotionThreshold = 1;
try
{
for (var cx = 0; cx < chunkCols; cx++)
var chunkCols = (map.Width + ChunkSize - 1) / ChunkSize;
var chunkRows = (map.Height + ChunkSize - 1) / ChunkSize;
for (var cy = 0; cy < chunkRows; cy++)
{
// Any sourceZ works — the chunk is built on first access regardless of
// whether the query returns Hit or Fallthrough_SourceZMismatch.
TryGetMask(map, cx * ChunkSize, cy * ChunkSize, sourceZ: 0);
for (var cx = 0; cx < chunkCols; cx++)
{
// Any sourceZ works — the chunk is built on first access regardless of
// whether the query returns Hit or Fallthrough_SourceZMismatch.
TryGetMask(map, cx * ChunkSize, cy * ChunkSize, sourceZ: 0);
}
}
}
finally
{
MissPromotionThreshold = prevThreshold;
}
return SaveToFile(path, mapId);
}
@ -213,9 +290,54 @@ public sealed class StepCache
"StepCache: opened {Path} ({ChunkCount} chunks indexed) for map {MapId}",
path, reader.IndexedChunkCount, mapId
);
if (PreloadOnLazyOpen)
{
PreloadFromLazyReader(mapId, reader);
}
return true;
}
/// <summary>
/// Materializes every chunk in <paramref name="reader"/> into the resident set.
/// Called from <see cref="TryOpenLazyReader"/> when <see cref="PreloadOnLazyOpen"/>
/// is set. Skips chunks whose live <see cref="Map.Sector.MultisVersion"/> doesn't
/// match the file's snapshot — those will rebake on first query.
/// </summary>
private void PreloadFromLazyReader(int mapId, StepCacheFile.LazyReader reader)
{
var map = Map.Maps[mapId];
if (map == null || map == Map.Internal)
{
return;
}
var loaded = 0;
foreach (var (chunkX, chunkY) in reader.EnumerateChunkCoords())
{
var key = EncodeKey(mapId, chunkX, chunkY);
if (_chunks.ContainsKey(key))
{
continue;
}
var chunk = TryLoadFromLazyReader(map, chunkX, chunkY);
if (chunk == null)
{
continue;
}
_chunks[key] = chunk;
_keysList.Add(key);
loaded++;
}
logger.Information(
"StepCache: preloaded {Loaded} chunks from .swb for map {MapId}", loaded, mapId
);
}
/// <summary>
/// Number of .swb readers currently open. Mostly for tests / telemetry.
/// </summary>
@ -324,10 +446,27 @@ public sealed class StepCache
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;
// Try lazy file first — file-loaded chunks bypass the miss tracker because
// the .swb represents an explicit prior decision to keep this chunk warm.
chunk = TryLoadFromLazyReader(map, chunkX, chunkY);
if (chunk != null)
{
_chunks[key] = chunk;
_keysList.Add(key);
hitKindResult = CacheHitKind.Miss_NotBuilt;
}
else if (ShouldPromoteAfterMiss(key))
{
chunk = BuildChunk(map, chunkX, chunkY);
_chunks[key] = chunk;
_keysList.Add(key);
hitKindResult = CacheHitKind.Miss_NotBuilt;
}
else
{
_fallthroughNotBuilt++;
return new StepMask(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CacheHitKind.Fallthrough_NotBuilt);
}
}
else
{
@ -369,6 +508,37 @@ public sealed class StepCache
// because tile reachability shifts at step-height boundaries.
if (Math.Abs(sourceZ - chunk.SourceZ[cellIndex]) > StepHeight)
{
// Swim-layer fallback for shore cells: if the chunk has the layer and this
// cell's water-surface Z is within StepHeight of the query, serve from the
// swim layer (computed at swim-perspective Z). Walker queries on shore cells
// fall through this branch via their Z mismatch with SwimSourceZ.
if (chunk.HasSwimLayer)
{
var swimSrc = chunk.SwimSourceZ[cellIndex];
if (swimSrc != StepChunk.NoSwimLayerCell && Math.Abs(sourceZ - swimSrc) <= StepHeight)
{
switch (hitKindResult)
{
case CacheHitKind.Miss_NotBuilt: { _missesNotBuilt++; break; }
case CacheHitKind.Miss_DirtyRebuild: { _missesDirtyRebuild++; break; }
case CacheHitKind.Hit: { _hits++; break; }
}
return new StepMask(
0, chunk.SwimMask[cellIndex],
0, 0, 0, 0, 0, 0, 0, 0,
chunk.SwimZN_Layer[cellIndex],
chunk.SwimZNE_Layer[cellIndex],
chunk.SwimZE_Layer[cellIndex],
chunk.SwimZSE_Layer[cellIndex],
chunk.SwimZS_Layer[cellIndex],
chunk.SwimZSW_Layer[cellIndex],
chunk.SwimZW_Layer[cellIndex],
chunk.SwimZNW_Layer[cellIndex],
hitKindResult
);
}
}
_fallthroughSourceZMismatch++;
return new StepMask(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CacheHitKind.Fallthrough_SourceZMismatch);
}
@ -404,28 +574,128 @@ public sealed class StepCache
}
/// <summary>
/// Chunk-miss resolution: try the lazy file reader for this map first; if there's no
/// file or no record at this (chunkX, chunkY), fall back to the runtime baker. The
/// file path validates each loaded chunk's MultisVersion against the live sector — a
/// stale snapshot triggers a rebuild rather than serving a wrong answer.
/// Returns a fresh StepChunk loaded from the lazy file reader, or null if there's no
/// open reader for the map / no record at (chunkX, chunkY) / the loaded snapshot is
/// stale relative to the live sector's <see cref="Map.Sector.MultisVersion"/>. A null
/// return means the caller should consult the miss tracker; a stale return means
/// "rebuild, the .swb is out of date and a future SaveToFile will overwrite it."
/// </summary>
private StepChunk ResolveMissingChunk(Map map, int chunkX, int chunkY)
private StepChunk TryLoadFromLazyReader(Map map, int chunkX, int chunkY)
{
if (_lazyReaders.TryGetValue(map.MapID, out var reader))
if (!_lazyReaders.TryGetValue(map.MapID, out var reader))
{
var loaded = reader.TryReadChunk(chunkX, chunkY);
if (loaded != null)
return null;
}
var loaded = reader.TryReadChunk(chunkX, chunkY);
if (loaded == null)
{
return null;
}
var sector = map.GetRealSector(chunkX, chunkY);
return loaded.BuiltMultisVersion == sector.MultisVersion ? loaded : null;
}
/// <summary>
/// Records a miss for <paramref name="chunkKey"/> and decides whether to build now
/// or defer to slow path. Counts distinct Find generations, not raw calls — multiple
/// TryGetMask calls within one Find (BeginFindGeneration scope) count as one touch.
/// Returns true when DISTINCT-FIND misses within the window cross
/// <see cref="MissPromotionThreshold"/>; caller should run BuildChunk and serve.
/// Returns false otherwise; caller should return Fallthrough_NotBuilt so the algorithm
/// uses the slow path. Generation 0 ("no Find active") treats every call as distinct,
/// preserving legacy semantics for callers that don't call BeginFindGeneration.
/// </summary>
private bool ShouldPromoteAfterMiss(long chunkKey)
{
// Environment.TickCount, not Core.TickCount: tests/bench fixtures may not advance
// the game-loop tick. The promotion window is wall-clock anyway.
var now = (uint)Environment.TickCount;
var gen = _findGeneration;
if (_chunkMissTracker.TryGetValue(chunkKey, out var state))
{
// Same Find generation as the last touch — A* expansion is probing this chunk
// multiple times in one pathfind. Don't increment; the gate counts distinct
// Finds. Skip when gen==0 (no Find started) so legacy single-call tests still
// see incrementing behavior.
if (gen != 0 && state.LastFindGeneration == gen)
{
var sector = map.GetRealSector(chunkX, chunkY);
if (loaded.BuiltMultisVersion == sector.MultisVersion)
return false;
}
var elapsed = now - state.LastMissTickStamp;
if (elapsed > MissPromotionWindowMs)
{
_chunkMissTracker[chunkKey] = new ChunkMissState
{
return loaded;
}
// Snapshot is stale (multis added/removed since the bake). Fall through
// to the runtime baker; a future SaveToFile will overwrite the entry.
MissCount = 1,
LastMissTickStamp = now,
LastFindGeneration = gen
};
return false;
}
var newCount = (byte)Math.Min(state.MissCount + 1, byte.MaxValue);
if (newCount >= MissPromotionThreshold)
{
_chunkMissTracker.Remove(chunkKey);
return true;
}
_chunkMissTracker[chunkKey] = new ChunkMissState
{
MissCount = newCount,
LastMissTickStamp = now,
LastFindGeneration = gen
};
return false;
}
if (MissPromotionThreshold <= 1)
{
return true;
}
if (_chunkMissTracker.Count >= MaxMissTrackerEntries)
{
PruneMissTracker(now);
}
_chunkMissTracker[chunkKey] = new ChunkMissState
{
MissCount = 1,
LastMissTickStamp = now,
LastFindGeneration = gen
};
return false;
}
/// <summary>
/// Drop tracker entries older than the promotion window. Called when the tracker hits
/// its capacity ceiling. If the prune doesn't reclaim anything (every entry is in
/// window), the cap is enforced by clearing — the worst case is a few extra
/// Fallthrough_NotBuilt returns until traffic re-establishes hot chunks.
/// </summary>
private void PruneMissTracker(uint now)
{
var window = MissPromotionWindowMs;
var beforeCount = _chunkMissTracker.Count;
var toRemove = new List<long>();
foreach (var kvp in _chunkMissTracker)
{
if (now - kvp.Value.LastMissTickStamp > window)
{
toRemove.Add(kvp.Key);
}
}
return BuildChunk(map, chunkX, chunkY);
foreach (var k in toRemove)
{
_chunkMissTracker.Remove(k);
}
if (_chunkMissTracker.Count == beforeCount)
{
_chunkMissTracker.Clear();
}
}
private StepChunk BuildChunk(Map map, int chunkX, int chunkY)
@ -440,7 +710,12 @@ public sealed class StepCache
// Tier 4 strata accumulator. Lazily allocated when the first multi-Z cell
// appears; otherwise the chunk has zero strata overhead.
ushort[] strataOffsetByCell = null;
System.Collections.Generic.List<byte> strataData = null;
List<byte> strataData = null;
// Reused per cell: the standable surface Zs (walkway / bridge / floor levels). 16 is
// generous — clearance forces standable surfaces >= PersonHeight apart, so a 256-tall
// Z range admits at most ~16 anyway.
Span<sbyte> surfaceZs = stackalloc sbyte[16];
for (var dy = 0; dy < ChunkSize; dy++)
{
@ -452,10 +727,18 @@ public sealed class StepCache
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);
// Anchor the cell at the surface a creature actually STANDS on, not the land
// average. For plain overworld that's the land; for static-over-land terrain
// (sewer/dungeon walkways, bridges, stair treads, raised foundations, upper
// building floors) it's the walkable static surface — which the old
// ComputeStandingZ(avgZ) anchor missed, producing source-Z fallthroughs (or,
// within the StepHeight tolerance band on stairs, a wrong vertical-neighbor
// answer baked at the adjacent tread). ComputeStandableSurfaceZs returns the
// standable surfaces ascending; the lowest is the primary anchor and A* tracks
// newZ to match it. Cells with no standable walk surface (deep water, solid
// rock) fall back to the land avg so the swim layer / wetMask still bake.
var surfaceCount = StepProbe.ComputeStandableSurfaceZs(map, x, y, surfaceZs);
var standingZ = surfaceCount > 0 ? surfaceZs[0] : (sbyte)Math.Clamp(avgZ, sbyte.MinValue, sbyte.MaxValue);
var result = StepProbe.ComputeMaskAt(map, x, y, standingZ);
@ -479,39 +762,69 @@ public sealed class StepCache
chunk.SwimZW[cell] = result.SwimZ_W;
chunk.SwimZNW[cell] = result.SwimZ_NW;
// Multi-Z handling: if the cell has 2+ reachable surfaces, compute its
// Tier 4 strata so future queries can be answered without falling through
// to the slow path. ComputeStrataAt returns null for single-Z cells.
if (CountReachableSurfaces(map, x, y, standingZ) > 1)
// Shore-cell handling: if the cell has BOTH a walk surface (standing Z)
// AND a water surface (Wet land tile or wet static) at a Z separated by
// > StepHeight, populate the swim layer at swim-perspective Z. Only when
// ComputeMaskAt produces a non-zero swim mask — bridges/docks/piers with
// insufficient vertical clearance for a swim creature's body envelope
// produce wetMask=0 (StaticsBlockAt rejects them), and we skip those cells
// rather than baking a stratum that always answers "no movement." The
// sentinel NoSwimLayerCell stays in SwimSourceZ for skipped cells; the
// chunk only sets HasSwimLayer when at least one cell got a usable entry.
var swimZRaw = StepProbe.ComputeSwimStandingZ(map, x, y);
if (swimZRaw != int.MinValue && Math.Abs(swimZRaw - standingZ) > StepHeight)
{
var strata = StepProbe.ComputeStrataAt(map, x, y);
if (strata != null)
var swimSrc = (sbyte)Math.Clamp(swimZRaw, sbyte.MinValue + 1, sbyte.MaxValue);
var swimResult = StepProbe.ComputeMaskAt(map, x, y, swimSrc);
if (swimResult.WetMask != 0)
{
if (strataOffsetByCell == null)
if (chunk.SwimSourceZ == null)
{
strataOffsetByCell = new ushort[StepChunk.CellsPerChunk];
for (var i = 0; i < strataOffsetByCell.Length; i++)
{
strataOffsetByCell[i] = StepChunk.NoStrata;
}
strataData = new System.Collections.Generic.List<byte>(256);
chunk.AllocateSwimLayer();
}
chunk.SwimSourceZ[cell] = swimSrc;
chunk.SwimMask[cell] = swimResult.WetMask;
chunk.SwimZN_Layer[cell] = swimResult.SwimZ_N;
chunk.SwimZNE_Layer[cell] = swimResult.SwimZ_NE;
chunk.SwimZE_Layer[cell] = swimResult.SwimZ_E;
chunk.SwimZSE_Layer[cell] = swimResult.SwimZ_SE;
chunk.SwimZS_Layer[cell] = swimResult.SwimZ_S;
chunk.SwimZSW_Layer[cell] = swimResult.SwimZ_SW;
chunk.SwimZW_Layer[cell] = swimResult.SwimZ_W;
chunk.SwimZNW_Layer[cell] = swimResult.SwimZ_NW;
}
}
// Cap at 65,535 byte offsets — well above realistic per-chunk
// strata volume. If we ever blow past this we'd silently truncate;
// assert as a defensive guard.
if (strataData.Count > ushort.MaxValue - StepChunk.StratumByteLength * 8)
// Stacked walkable surfaces at one cell (ground + 1st + 2nd building floors,
// a bridge over a walkable path, etc.): bake a stratum per standable surface
// so a query at any floor's Z hits. The primary (lowest) surface is also in
// the main mask above, but multi-Z cells are served exclusively from strata,
// so every standable surface — including the primary — must appear here.
// Single-surface cells (the common case, incl. stair treads and sewer
// walkways) skip this entirely and stay on the fast single-mask path.
if (surfaceCount >= 2)
{
if (strataOffsetByCell == null)
{
strataOffsetByCell = new ushort[StepChunk.CellsPerChunk];
for (var i = 0; i < strataOffsetByCell.Length; i++)
{
// Should never happen for sane tile data; bail to fallthrough.
strataOffsetByCell[i] = StepChunk.NoStrata;
}
else
strataData = new List<byte>(256);
}
// Cap at 65,535 byte offsets — well above realistic per-chunk strata
// volume. If we ever blow past this we silently leave the cell single-Z
// (it keeps the land-anchored main mask and falls through off-surface).
if (strataData.Count <= ushort.MaxValue - StepChunk.StratumByteLength * 8)
{
strataOffsetByCell[cell] = (ushort)strataData.Count;
strataData.Add((byte)surfaceCount);
for (var i = 0; i < surfaceCount; i++)
{
strataOffsetByCell[cell] = (ushort)strataData.Count;
strataData.Add((byte)strata.Length);
for (var s = 0; s < strata.Length; s++)
{
AppendStratumBytes(strataData, strata[s]);
}
var sz = surfaceZs[i];
AppendStratumBytes(strataData, new StepProbe.ComputedStratum(sz, StepProbe.ComputeMaskAt(map, x, y, sz)));
}
}
}
@ -593,9 +906,7 @@ public sealed class StepCache
return false;
}
private static void AppendStratumBytes(
System.Collections.Generic.List<byte> dst, in StepProbe.ComputedStratum s
)
private static void AppendStratumBytes(List<byte> dst, in StepProbe.ComputedStratum s)
{
dst.Add((byte)s.ZCenter);
dst.Add(s.Mask.WalkMask);
@ -620,54 +931,4 @@ public sealed class StepCache
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;
}
}

View file

@ -14,11 +14,11 @@ namespace Server.Engines.Pathing.Cache;
/// only when the cache asks for them. RAM stays bounded by MaxResidentChunks regardless
/// of file size.
///
/// File layout v2 (little-endian, BufferWriter / BufferReader convention):
/// File layout v3 (little-endian, BufferWriter / BufferReader convention):
///
/// Header (48 bytes):
/// u32 Magic = 0x42575300 ('SWB\0')
/// u32 Version = current FormatVersion (2)
/// u32 Version = current FormatVersion (3)
/// u32 MapId
/// u64 Fingerprint XxHash3 over (1) LandTable + ItemTable flags AND (2) the
/// on-disk bytes of mapX.mul / .uop, staidxX.mul, staticsX.mul.
@ -35,11 +35,16 @@ namespace Server.Engines.Pathing.Cache;
/// u16 ChunkY
/// u32 BuiltMultisVersion
/// u8 HasStrata 0 = single-Z chunk (no strata trailer); 1 = strata trailer follows
/// u8 HasSwimLayer 0 = no shore cells (no swim trailer); 1 = swim trailer follows
/// byte WalkMask[256]
/// byte WetMask[256]
/// sbyte SourceZ[256]
/// sbyte WalkZN[256]..WalkZNW[256] (8 arrays in N,NE,E,SE,S,SW,W,NW order)
/// sbyte SwimZN[256]..SwimZNW[256] (8 arrays in same order)
/// sbyte SwimZN[256]..SwimZNW[256] (8 arrays in same order; baked at WALK source-Z)
/// // Swim layer trailer — only when HasSwimLayer == 1 (chunks containing shore cells):
/// sbyte SwimSourceZ[256] (NoSwimLayerCell sentinel = sbyte.MinValue)
/// byte SwimMask[256] (per-cell swim mask baked at SwimSourceZ)
/// sbyte SwimZN_Layer[256]..SwimZNW_Layer[256] (8 arrays, dest-Z at swim perspective)
/// // Strata trailer — only when HasStrata == 1:
/// u16 StrataOffsetByCell[256] (NoStrata sentinel = 0xFFFF)
/// u32 StrataDataLength
@ -63,15 +68,20 @@ namespace Server.Engines.Pathing.Cache;
internal static class StepCacheFile
{
public const uint Magic = 0x42575300; // 'SWB\0'
public const uint FormatVersion = 2;
public const uint FormatVersion = 4;
/// <summary>
/// Lowest format version this binary can load. Files below this version are treated as
/// missing (silently rejected) — a subsequent SaveToFile / BakeMap overwrites them with
/// the current FormatVersion. Bumped to 2 when Tier 4 multi-Z strata landed; v1 had no
/// strata data and is incompatible with the strata-aware lookup path.
/// the current FormatVersion. Bumped to 3 when the swim layer landed (v2 had no swim
/// layer). Bumped to 4 when the baker switched to clearance-aware standable-surface
/// strata: v3 bakes anchored every cell at the land average and so missed walkable
/// static-over-land surfaces (sewer/dungeon walkways, bridges, upper building floors),
/// producing ~98% source-Z fallthroughs on those routes. The on-disk layout is
/// unchanged; only the strata population differs, so the bump exists purely to force a
/// one-time re-bake of stale v3 files on first boot under the new binary.
/// </summary>
public const uint MinSupportedVersion = 2;
public const uint MinSupportedVersion = 4;
private const int HeaderSize =
sizeof(uint) // Magic
@ -87,15 +97,19 @@ internal static class StepCacheFile
// single bulk read per chunk without consulting the next offset.
private const int IndexEntryBytes = sizeof(ulong) + sizeof(ulong) + sizeof(uint);
/// <summary>Fixed-size portion of a chunk record (everything except the optional strata trailer).</summary>
/// <summary>Fixed-size portion of a chunk record (everything except the optional strata + swim trailers).</summary>
private const int BytesPerChunkBase =
sizeof(ushort) + sizeof(ushort) + sizeof(uint) + sizeof(byte)
sizeof(ushort) + sizeof(ushort) + sizeof(uint)
+ sizeof(byte) + sizeof(byte) // HasStrata + HasSwimLayer
+ StepChunk.CellsPerChunk // WalkMask
+ StepChunk.CellsPerChunk // WetMask
+ StepChunk.CellsPerChunk // SourceZ
+ 8 * StepChunk.CellsPerChunk // WalkZ[8]
+ 8 * StepChunk.CellsPerChunk; // SwimZ[8]
/// <summary>Swim-layer trailer overhead when present: per-cell SourceZ + Mask + 8×Z arrays.</summary>
private const int SwimLayerOverhead = 10 * StepChunk.CellsPerChunk;
/// <summary>Strata trailer overhead when present: 256×u16 offset table + u32 data length.</summary>
private const int StrataTrailerOverhead = StepChunk.CellsPerChunk * sizeof(ushort) + sizeof(uint);
@ -201,9 +215,10 @@ internal static class StepCacheFile
{
Directory.CreateDirectory(Path.GetDirectoryName(path) ?? ".");
// Initial estimate: base record + a modest strata budget per chunk. BufferWriter
// grows on overflow, so under-estimating just causes a few realloc/copy cycles
// during the bake — not a correctness issue.
// Initial estimate: base record + a modest strata budget per chunk. Coastline
// chunks add another ~2.5 KB (swim layer) but they're a small fraction of any
// map; the writer grows on overflow so under-estimating just causes a few
// realloc/copy cycles during the bake — not a correctness issue.
var capacity = HeaderSize
+ (BytesPerChunkBase + 256) * (int)chunkCount
+ IndexEntryBytes * (int)chunkCount;
@ -355,7 +370,9 @@ internal static class StepCacheFile
var strataOffsetByCell = chunk.GetStrataOffsetByCellForSerialization();
var strataData = chunk.GetStrataDataForSerialization();
var hasStrata = strataOffsetByCell != null;
var hasSwimLayer = chunk.HasSwimLayer;
w.Write((byte)(hasStrata ? 1 : 0));
w.Write((byte)(hasSwimLayer ? 1 : 0));
w.Write(chunk.WalkMask);
w.Write(chunk.WetMask);
@ -379,6 +396,20 @@ internal static class StepCacheFile
WriteSBytes(w, chunk.SwimZW);
WriteSBytes(w, chunk.SwimZNW);
if (hasSwimLayer)
{
WriteSBytes(w, chunk.SwimSourceZ);
w.Write(chunk.SwimMask);
WriteSBytes(w, chunk.SwimZN_Layer);
WriteSBytes(w, chunk.SwimZNE_Layer);
WriteSBytes(w, chunk.SwimZE_Layer);
WriteSBytes(w, chunk.SwimZSE_Layer);
WriteSBytes(w, chunk.SwimZS_Layer);
WriteSBytes(w, chunk.SwimZSW_Layer);
WriteSBytes(w, chunk.SwimZW_Layer);
WriteSBytes(w, chunk.SwimZNW_Layer);
}
if (hasStrata)
{
// 256 × u16 offsets, then u32 length-prefixed strata byte array.
@ -403,6 +434,7 @@ internal static class StepCacheFile
r.ReadUShort();
var multisVersion = (int)r.ReadUInt();
var hasStrata = r.ReadByte() != 0;
var hasSwimLayer = r.ReadByte() != 0;
var chunk = new StepChunk { BuiltMultisVersion = multisVersion };
@ -428,6 +460,21 @@ internal static class StepCacheFile
ReadSBytes(r, chunk.SwimZW);
ReadSBytes(r, chunk.SwimZNW);
if (hasSwimLayer)
{
chunk.AllocateSwimLayer();
ReadSBytes(r, chunk.SwimSourceZ);
r.Read(chunk.SwimMask);
ReadSBytes(r, chunk.SwimZN_Layer);
ReadSBytes(r, chunk.SwimZNE_Layer);
ReadSBytes(r, chunk.SwimZE_Layer);
ReadSBytes(r, chunk.SwimZSE_Layer);
ReadSBytes(r, chunk.SwimZS_Layer);
ReadSBytes(r, chunk.SwimZSW_Layer);
ReadSBytes(r, chunk.SwimZW_Layer);
ReadSBytes(r, chunk.SwimZNW_Layer);
}
if (hasStrata)
{
var offsets = new ushort[StepChunk.CellsPerChunk];
@ -472,6 +519,19 @@ internal static class StepCacheFile
public bool Has(int chunkX, int chunkY) => _offsets.ContainsKey(PackChunkKey(chunkX, chunkY));
/// <summary>
/// Enumerates every (chunkX, chunkY) coordinate the file holds. Used by
/// <see cref="StepCache"/> when preload is enabled to materialize all chunks
/// upfront instead of on first query.
/// </summary>
public IEnumerable<(int chunkX, int chunkY)> EnumerateChunkCoords()
{
foreach (var key in _offsets.Keys)
{
yield return ((int)(key >> 32), (int)(key & 0xFFFFFFFF));
}
}
internal LazyReader(
FileStream stream, uint mapId, ulong fingerprint, ulong bakeTimestamp,
uint chunkCount, Dictionary<ulong, (ulong offset, uint length)> offsets

View file

@ -37,6 +37,91 @@ internal sealed class StepChunk
public readonly sbyte[] SwimZW = new sbyte[CellsPerChunk];
public readonly sbyte[] SwimZNW = new sbyte[CellsPerChunk];
/// <summary>
/// Swim layer — populated only for chunks containing at least one shore cell (a cell
/// with both a walkable land surface and a water surface separated by > StepHeight).
/// On shore cells, queries from the swim source Z miss the primary source-Z guard;
/// the swim layer carries the correct wetMask + per-direction destination Zs computed
/// from the water surface's perspective. For non-shore cells in a chunk that has the
/// layer, <see cref="SwimSourceZ"/>[cell] = <see cref="NoSwimLayerCell"/> sentinel.
/// All swim-layer arrays are null on chunks with no shore cells (~90% of map chunks
/// on Trammel) — zero memory cost on the common case.
/// </summary>
public const sbyte NoSwimLayerCell = sbyte.MinValue;
private sbyte[] _swimSourceZ;
private byte[] _swimMask;
private sbyte[] _swimZN_extra;
private sbyte[] _swimZNE_extra;
private sbyte[] _swimZE_extra;
private sbyte[] _swimZSE_extra;
private sbyte[] _swimZS_extra;
private sbyte[] _swimZSW_extra;
private sbyte[] _swimZW_extra;
private sbyte[] _swimZNW_extra;
/// <summary>True when this chunk has at least one shore cell with a populated swim layer.</summary>
public bool HasSwimLayer => _swimSourceZ != null;
/// <summary>Per-cell water-surface standing Z (or <see cref="NoSwimLayerCell"/>). Null when chunk has no swim layer.</summary>
public sbyte[] SwimSourceZ => _swimSourceZ;
/// <summary>Per-cell swim mask computed at <see cref="SwimSourceZ"/>. Null when chunk has no swim layer.</summary>
public byte[] SwimMask => _swimMask;
public sbyte[] SwimZN_Layer => _swimZN_extra;
public sbyte[] SwimZNE_Layer => _swimZNE_extra;
public sbyte[] SwimZE_Layer => _swimZE_extra;
public sbyte[] SwimZSE_Layer => _swimZSE_extra;
public sbyte[] SwimZS_Layer => _swimZS_extra;
public sbyte[] SwimZSW_Layer => _swimZSW_extra;
public sbyte[] SwimZW_Layer => _swimZW_extra;
public sbyte[] SwimZNW_Layer => _swimZNW_extra;
/// <summary>
/// Lazily allocates the swim-layer arrays and seeds <see cref="SwimSourceZ"/> with
/// the <see cref="NoSwimLayerCell"/> sentinel. Called at bake time the first time a
/// shore cell is detected in this chunk.
/// </summary>
internal void AllocateSwimLayer()
{
if (_swimSourceZ != null)
{
return;
}
_swimSourceZ = new sbyte[CellsPerChunk];
_swimMask = new byte[CellsPerChunk];
_swimZN_extra = new sbyte[CellsPerChunk];
_swimZNE_extra = new sbyte[CellsPerChunk];
_swimZE_extra = new sbyte[CellsPerChunk];
_swimZSE_extra = new sbyte[CellsPerChunk];
_swimZS_extra = new sbyte[CellsPerChunk];
_swimZSW_extra = new sbyte[CellsPerChunk];
_swimZW_extra = new sbyte[CellsPerChunk];
_swimZNW_extra = new sbyte[CellsPerChunk];
for (var i = 0; i < CellsPerChunk; i++)
{
_swimSourceZ[i] = NoSwimLayerCell;
}
}
/// <summary>Test/serialization hook: install pre-built swim-layer arrays. Pass nulls to clear.</summary>
internal void SetSwimLayer(
sbyte[] swimSourceZ, byte[] swimMask,
sbyte[] zN, sbyte[] zNE, sbyte[] zE, sbyte[] zSE,
sbyte[] zS, sbyte[] zSW, sbyte[] zW, sbyte[] zNW
)
{
_swimSourceZ = swimSourceZ;
_swimMask = swimMask;
_swimZN_extra = zN;
_swimZNE_extra = zNE;
_swimZE_extra = zE;
_swimZSE_extra = zSE;
_swimZS_extra = zS;
_swimZSW_extra = zSW;
_swimZW_extra = zW;
_swimZNW_extra = zNW;
}
/// <summary>Sentinel: cell has no strata — single-Z, use the main Walk/Wet arrays.</summary>
public const ushort NoStrata = ushort.MaxValue;

View file

@ -102,6 +102,87 @@ public static class StepProbe
return strata;
}
/// <summary>
/// Writes the distinct surface Zs at (x, y) that a default walker (PersonHeight envelope)
/// can actually STAND on — each candidate surface (walkable land center + every walkable
/// static top) that has PersonHeight of vertical clearance free of impassable statics —
/// into <paramref name="zs"/>, ascending, and returns the count.
///
/// This is the clearance-aware counterpart to <see cref="ComputeStrataAt"/>'s candidate
/// gather: it drops surfaces a creature cannot occupy (land under a sewer walkway, ground
/// under a low bridge), so the result is exactly the set of standing Zs the slow path can
/// resolve to. Two standable surfaces are inherently &gt;= PersonHeight apart (an upper
/// surface within PersonHeight of a lower one removes the lower one's clearance), so a
/// single ascending pass with an exact-duplicate skip is sufficient.
///
/// Used by the baker to capture walkable static-over-land surfaces (sewer/dungeon
/// walkways, bridges, raised foundations, upper building floors) that the land-anchored
/// main mask would otherwise miss.
/// </summary>
public static int ComputeStandableSurfaceZs(Map map, int x, int y, Span<sbyte> zs)
{
if (map == null || map == Map.Internal)
{
return 0;
}
if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
{
return 0;
}
Span<int> cand = stackalloc int[16];
var count = 0;
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 _, out var landCenter, out _);
cand[count++] = landCenter;
}
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
{
if (count >= cand.Length)
{
break;
}
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if (!data.Surface || data.Impassable)
{
continue;
}
cand[count++] = tile.Z + data.CalcHeight;
}
if (count == 0)
{
return 0;
}
cand[..count].Sort();
var n = 0;
for (var i = 0; i < count && n < zs.Length; i++)
{
var cz = (sbyte)Math.Clamp(cand[i], sbyte.MinValue + 1, sbyte.MaxValue);
if (n > 0 && zs[n - 1] == cz)
{
continue;
}
// Standable iff the creature's PersonHeight body envelope above this surface is
// free of impassable statics. The surface itself never blocks (its top == cz,
// which is the envelope floor, not inside it).
if (StaticsBlockAt(map, x, y, cz, cz + PersonHeight))
{
continue;
}
zs[n++] = cz;
}
return n;
}
public static StepMask ComputeMaskAt(Map map, int x, int y, sbyte sourceZ)
{
if (map == null || map == Map.Internal)
@ -166,6 +247,45 @@ public static class StepProbe
return zCenter;
}
/// <summary>
/// Returns the water-surface standing Z at (x, y) — the Z a swim-only mob would stand
/// at on this cell — or <see cref="int.MinValue"/> if no water surface exists. Used
/// by <see cref="StepCache"/> to detect shore cells (cells with both walk and swim
/// surfaces separated by &gt; StepHeight) and bake their swim layer at swim-perspective Z.
/// </summary>
public static int ComputeSwimStandingZ(Map map, int x, int y)
{
if (map == null || map == Map.Internal)
{
return int.MinValue;
}
if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
{
return int.MinValue;
}
// Land tile flagged Wet — its center Z is the swim surface.
var landTile = map.Tiles.GetLandTile(x, y);
var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
if (!landTile.Ignored && (landFlags & TileFlag.Wet) != 0)
{
map.GetAverageZ(x, y, out _, out var landCenter, out _);
return landCenter;
}
// Otherwise scan statics for a wet surface.
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
{
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if (data.Wet)
{
return tile.Z + data.CalcHeight;
}
}
return int.MinValue;
}
/// <summary>
/// Mirrors GetStartZ from MovementImpl, parameterized by canSwim / cantWalk.
/// </summary>

View file

@ -7,9 +7,14 @@ namespace Server.Engines.Pathing;
/// Admin commands for inspecting and operating the pathfinding step cache.
/// [PathCacheStats — current resident-chunk count + hit/miss/eviction telemetry.
/// [PathCacheClear — drop all cached chunks, close lazy readers, zero counters.
/// [PathBake — walk a whole map building the full static cache, then save it.
/// [PathCacheSave — persist resident chunks per map to Data/Pathfinding/&lt;mapId&gt;.swb.
/// [PathCacheLoad — open those files as lazy backing stores. Also runs at startup.
/// [PathRecord — toggle JSONL telemetry capture for replay / benchmark corpora.
///
/// The step cache works WITHOUT any .swb file — chunks build on demand as creatures path.
/// A baked .swb is an optional optimization that removes first-pathfind-after-boot latency
/// for shard owners who want it; <see cref="OnPathBake"/> is how you produce one.
/// </summary>
public static class PathCacheCommands
{
@ -30,6 +35,7 @@ public static class PathCacheCommands
CommandSystem.Register("PathCacheStats", AccessLevel.Administrator, OnPathCacheStats);
CommandSystem.Register("PathCacheClear", AccessLevel.Administrator, OnPathCacheClear);
CommandSystem.Register("PathBake", AccessLevel.Administrator, OnPathBake);
CommandSystem.Register("PathCacheSave", AccessLevel.Administrator, OnPathCacheSave);
CommandSystem.Register("PathCacheLoad", AccessLevel.Administrator, OnPathCacheLoad);
CommandSystem.Register("PathRecord", AccessLevel.Administrator, OnPathRecord);
@ -78,6 +84,55 @@ public static class PathCacheCommands
e.Mobile.SendMessage($"StepCache cleared: {residentBefore} chunks dropped, counters reset.");
}
[Usage("PathBake [mapId]")]
[Description("Walks every chunk of the given map (or all loaded maps) building the full static step cache, then saves it to Data/Pathfinding/<mapId>.swb so a future boot has zero first-pathfind latency. WARNING: blocks the game loop for several seconds and transiently uses hundreds of MB per map — run during maintenance, not peak hours.")]
private static void OnPathBake(CommandEventArgs e)
{
var from = e.Mobile;
int? only = e.Arguments.Length > 0 && int.TryParse(e.Arguments[0], out var parsed) ? parsed : null;
from.SendMessage("PathBake: building the static step cache. The server will pause briefly per map...");
var totalChunks = 0;
var totalMaps = 0;
var sw = System.Diagnostics.Stopwatch.StartNew();
for (var i = 0; i < Map.Maps.Length; i++)
{
var map = Map.Maps[i];
if (map == null || map == Map.Internal || (only.HasValue && map.MapID != only.Value))
{
continue;
}
// BakeMap walks the whole map (building every chunk) and writes the .swb. The
// chunks are left resident afterward; drop them so peak memory is bounded to one
// map at a time and the post-command footprint returns to the LRU cap.
var written = StepCache.Instance.BakeMap(map.MapID, PathFor(map.MapID));
StepCache.Instance.ClearResidentChunks();
if (written > 0)
{
totalChunks += written;
totalMaps++;
from.SendMessage($" map {map.MapID}: {written} chunks → {PathFor(map.MapID)}");
}
}
sw.Stop();
if (totalMaps == 0)
{
from.SendMessage(only.HasValue ? $"PathBake: map {only.Value} not loaded." : "PathBake: no maps to bake.");
return;
}
// Reopen the freshly written files as lazy backing stores so they're usable now
// without a restart (resident memory stays bounded by the LRU cap).
AutoLoadAtStartup();
from.SendMessage($"PathBake: {totalChunks} chunks across {totalMaps} map(s) in {sw.Elapsed.TotalSeconds:F1}s; lazy readers reopened.");
}
[Usage("PathCacheSave")]
[Description("Persists resident StepCache chunks for every loaded map to Data/Pathfinding/<mapId>.swb.")]
private static void OnPathCacheSave(CommandEventArgs e)

View file

@ -0,0 +1,205 @@
using System;
using System.Diagnostics;
using System.IO;
using Server.Engines.Pathing.Cache;
using Server.PathAlgorithms.BitmapAStar;
using Server.Targeting;
namespace Server.Engines.Pathing;
/// <summary>
/// Developer diagnostic for the bitmap A* step cache. Stand where a creature would start,
/// run <c>[PathDiag</c>, and target the goal. The detailed report is appended to
/// <c>Logs/pathdiag.log</c>; a short summary is sent to the invoking client. For the route
/// it records:
/// 1. the raw tile makeup of the start and goal cells (land + statics) and the
/// clearance-aware standable surfaces the baker anchors to — the ground truth for
/// "why does the cache (not) serve this cell";
/// 2. one warm <see cref="StepCache.TryGetMask"/>-served Find with the per-pathfind cache
/// hit/fallthrough breakdown and fallthrough fraction — a high fallthrough fraction
/// means the cache isn't helping the route (it pays the lookup then uses the slow path);
/// 3. warm timing over many iterations.
///
/// Primarily useful when bringing up custom maps / facets: it shows whether static-over-land
/// geometry (dungeon walkways, bridges, stairs, raised foundations, stacked floors) is being
/// baked at the right Z.
///
/// Output goes to a log file rather than the console because the live server uses Serilog and
/// raw Console writes interleave badly with it. The promotion gate is forced to eager
/// (threshold 1) for the duration so the cache builds on first touch and the numbers reflect
/// its best case; the previous threshold is restored afterward.
/// </summary>
public static class PathDiag
{
private const int TimingIterations = 200;
private static string LogPath => Path.Combine(Core.BaseDirectory, "Logs", "pathdiag.log");
public static void Configure()
{
CommandSystem.Register("PathDiag", AccessLevel.Administrator, OnPathDiag);
}
[Usage("PathDiag")]
[Description("Diagnoses the step cache for a route (results appended to Logs/pathdiag.log): target a tile to record start/goal tile makeup, the per-Find cache hit/fallthrough breakdown, and warm timing.")]
private static void OnPathDiag(CommandEventArgs e)
{
var start = e.Mobile.Location;
e.Mobile.SendMessage("PathDiag: target the goal tile.");
e.Mobile.BeginTarget(-1, true, TargetFlags.None, (from, targeted) => OnTarget(from, start, targeted));
}
private static void OnTarget(Mobile from, Point3D start, object targeted)
{
if (targeted is not IPoint3D p)
{
return;
}
var map = from.Map;
var goal = new Point3D(p.X, p.Y, p.Z);
if (!Utility.InRange(start, goal, 38))
{
from.SendMessage("PathDiag: goal is outside the A* search window (38 tiles); aborting.");
return;
}
var cache = StepCache.Instance;
var previousThreshold = cache.MissPromotionThreshold;
cache.MissPromotionThreshold = 1; // eager build — measure the cache's best case
StreamWriter log = null;
try
{
Directory.CreateDirectory(Path.GetDirectoryName(LogPath)!);
log = new StreamWriter(new FileStream(LogPath, FileMode.Append, FileAccess.Write, FileShare.Read));
log.WriteLine($"===== [{Core.Now:yyyy-MM-dd HH:mm:ss}] PathDiag ({start.X},{start.Y},{start.Z}) -> ({goal.X},{goal.Y},{goal.Z}) on {map} =====");
DumpCell(log, map, start.X, start.Y, start.Z, "start");
DumpCell(log, map, goal.X, goal.Y, goal.Z, "goal");
var find = RunInstrumentedFind(log, from, map, start, goal);
var (minUs, avgUs) = TimeWarm(log, from, map, start, goal);
log.WriteLine();
from.SendMessage($"PathDiag ({start.X},{start.Y},{start.Z})->({goal.X},{goal.Y},{goal.Z}): {find.result}");
from.SendMessage($" cache fallthrough {find.fallthroughPct:F1}% of {find.total}; warm min={minUs:F1}us avg={avgUs:F1}us");
from.SendMessage($" full report appended to Logs/pathdiag.log");
}
catch (IOException ex)
{
from.SendMessage($"PathDiag: failed to write {LogPath}: {ex.Message}");
}
finally
{
log?.Dispose();
cache.MissPromotionThreshold = previousThreshold;
}
}
/// <summary>
/// Writes the raw tile makeup of one cell plus the surfaces the baker anchors to. A large
/// gap between the query Z and the standable surfaces is the signature of a route the
/// cache can't serve (the creature stands on a static surface far from the land average).
/// </summary>
private static void DumpCell(TextWriter log, Map map, int x, int y, int queryZ, string label)
{
map.GetAverageZ(x, y, out var landZ, out var avgZ, out var landTop);
var landTile = map.Tiles.GetLandTile(x, y);
var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
var landImpassable = (landFlags & TileFlag.Impassable) != 0;
var landWet = (landFlags & TileFlag.Wet) != 0;
Span<sbyte> surfaces = stackalloc sbyte[16];
var surfaceCount = StepProbe.ComputeStandableSurfaceZs(map, x, y, surfaces);
log.WriteLine($"{label} cell ({x},{y}) queryZ={queryZ}:");
log.WriteLine($" land: avgZ={avgZ} landZ={landZ} landTop={landTop} impassable={landImpassable} wet={landWet} ignored={landTile.Ignored}");
var sb = new System.Text.StringBuilder();
for (var i = 0; i < surfaceCount; i++)
{
sb.Append(i == 0 ? "" : ",").Append(surfaces[i]);
}
log.WriteLine($" standable surfaces={surfaceCount} [{sb}] -> {(surfaceCount >= 2 ? "multi-Z (strata)" : "single-Z anchor")}");
log.WriteLine(" static/multi surfaces:");
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
{
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
log.WriteLine($" id=0x{tile.ID:X4} z={tile.Z} top={tile.Z + data.CalcHeight} h={data.Height} surface={data.Surface} impass={data.Impassable} bridge={data.Bridge} wet={data.Wet}");
}
}
/// <summary>
/// Runs one warm Find and records the StepCache counter delta for it — the per-pathfind
/// cache hit/fallthrough mix and the fallthrough fraction. Returns a summary for the
/// caller to relay to the player.
/// </summary>
private static (string result, double fallthroughPct, long total) RunInstrumentedFind(
TextWriter log, Mobile from, Map map, Point3D start, Point3D goal
)
{
var cache = StepCache.Instance;
// Warm every chunk the route touches before measuring.
for (var i = 0; i < 3; i++)
{
BitmapAStarAlgorithm.Instance.Find(from, map, start, goal);
}
var before = cache.GetStats();
var path = BitmapAStarAlgorithm.Instance.Find(from, map, start, goal);
var after = cache.GetStats();
var served = after.Hits - before.Hits
+ (after.MissesNotBuilt - before.MissesNotBuilt)
+ (after.MissesDirtyRebuild - before.MissesDirtyRebuild);
var fallthrough = after.FallthroughMultiZ - before.FallthroughMultiZ
+ (after.FallthroughSourceZMismatch - before.FallthroughSourceZMismatch)
+ (after.FallthroughOffMap - before.FallthroughOffMap)
+ (after.FallthroughNotBuilt - before.FallthroughNotBuilt);
var total = served + fallthrough;
var pct = total == 0 ? 0 : 100.0 * fallthrough / total;
var result = path == null ? "NO PATH" : $"{path.Length} steps";
log.WriteLine($"warm Find: {result}");
log.WriteLine($" cache-served={served} fallthrough={fallthrough} ({pct:F1}% of {total} probes)");
log.WriteLine($" fallthrough breakdown: multiZ={after.FallthroughMultiZ - before.FallthroughMultiZ} " +
$"srcZ={after.FallthroughSourceZMismatch - before.FallthroughSourceZMismatch} " +
$"offMap={after.FallthroughOffMap - before.FallthroughOffMap} " +
$"notBuilt={after.FallthroughNotBuilt - before.FallthroughNotBuilt}");
if (path == null)
{
log.WriteLine(" NO PATH: goal unreachable within the 38-tile window (or not standable). This is an A* scope limit, independent of the cache.");
}
return (result, pct, total);
}
private static (double minUs, double avgUs) TimeWarm(TextWriter log, Mobile from, Map map, Point3D start, Point3D goal)
{
var sw = new Stopwatch();
var minTicks = long.MaxValue;
long totalTicks = 0;
for (var i = 0; i < TimingIterations; i++)
{
sw.Restart();
BitmapAStarAlgorithm.Instance.Find(from, map, start, goal);
sw.Stop();
totalTicks += sw.ElapsedTicks;
if (sw.ElapsedTicks < minTicks)
{
minTicks = sw.ElapsedTicks;
}
}
var usPerTick = 1_000_000.0 / Stopwatch.Frequency;
var minUs = minTicks * usPerTick;
var avgUs = totalTicks * usPerTick / TimingIterations;
log.WriteLine($"timing over {TimingIterations} warm Finds: min={minUs:F1}us avg={avgUs:F1}us");
return (minUs, avgUs);
}
}