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

@ -58,6 +58,7 @@ public class BitmapAStarAlgorithmTests
public void SwimCreature_FindsPath_ViaCacheCapabilityOverlay(int sx, int sy, int gx, int gy)
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[1];
Assert.NotNull(map);
@ -249,6 +250,7 @@ public class BitmapAStarAlgorithmTests
public void NonGmPlayer_UsesCache_WithStrictDiagonalRule()
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[1];
Assert.NotNull(map);
@ -277,6 +279,7 @@ public class BitmapAStarAlgorithmTests
public void DoorCreature_UsesCache_NotSlowPath()
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[1];
var stub = new DoorOpenerStub(World.NewMobile);
@ -303,6 +306,7 @@ public class BitmapAStarAlgorithmTests
public void ObstacleCreature_UsesCache_NotSlowPath()
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[1];
var stub = new ObstacleClimberStub(World.NewMobile);
@ -325,6 +329,74 @@ public class BitmapAStarAlgorithmTests
"CanMoveOverObstacles creature should use the cache (movables are dynamic items)");
}
// ---------------------------------------------------------------------------------
// Promotion-gate integration tests. These exercise BitmapAStarAlgorithm.Find()
// end-to-end against the live StepCache to prove the per-Find generation gate
// actually defers BuildChunk on a single pathfind. They duplicate behavior that
// unit tests cover at the cache layer; the value is end-to-end verification that
// the bench-relevant scenario (single Find on cleared cache) skips builds entirely.
// TODO: REMOVE these two tests once PR-6's gate is proven stable in production BDN.
// ---------------------------------------------------------------------------------
[Fact]
public void Find_SinglePathfindOnClearedCache_DoesNotBuildAnyChunk()
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 2;
var map = Map.Maps[1];
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 result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var stats = StepCache.Instance.GetStats();
stub.Delete();
Assert.NotNull(result);
Assert.Equal(0L, stats.BuildsTotal);
Assert.True(stats.FallthroughNotBuilt > 0L,
$"expected fallthrough on every chunk touched once; got 0 (residents={stats.ResidentChunks})");
_output.WriteLine(
$"single-Find gate: builds={stats.BuildsTotal} fallthrough_not_built={stats.FallthroughNotBuilt}"
);
}
[Fact]
public void Find_TwoPathfindsOverlappingChunks_PromoteToBuildOnSecondFind()
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 2;
var map = Map.Maps[1];
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);
// Find #1: first time anyone touches these chunks. Gate defers; no builds.
BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var afterFirst = StepCache.Instance.GetStats();
Assert.Equal(0L, afterFirst.BuildsTotal);
// Find #2: same path; chunks now hit their second distinct Find inside the window.
// Gate promotes — at least one BuildChunk fires.
BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var afterSecond = StepCache.Instance.GetStats();
stub.Delete();
Assert.True(afterSecond.BuildsTotal > 0L,
$"second Find through overlapping chunks must promote (got {afterSecond.BuildsTotal} builds)");
_output.WriteLine(
$"two-Find gate: first builds={afterFirst.BuildsTotal} second builds={afterSecond.BuildsTotal}"
);
}
/// <summary>
/// Plain Mobile — RequiresSlowPath returns false, the bitmap algorithm uses the cache
/// fast path on every expansion.

View file

@ -1,3 +1,4 @@
using System;
using System.IO;
using Server.Engines.Pathing.Cache;
using Xunit;
@ -17,15 +18,30 @@ public class StepCacheFileTests
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1; // eager build to populate chunks for save
var map = Map.Maps[1];
Assert.NotNull(map);
// Populate three distinct chunks by querying different sectors.
// Populate three distinct chunks by querying different sectors. Query at each cell's
// real standable surface Z (where the cache anchors) so first-touch yields a clean
// hit rather than an off-surface fallthrough.
var sourceQueries = new[] { (1500, 1600), (1516, 1600), (1500, 1616) };
foreach (var (x, y) in sourceQueries)
var standZ = new sbyte[sourceQueries.Length];
{
cache.TryGetMask(map, x, y, sourceZ: 10);
Span<sbyte> surfZ = stackalloc sbyte[16];
for (var i = 0; i < sourceQueries.Length; i++)
{
var (qx, qy) = sourceQueries[i];
var n = StepProbe.ComputeStandableSurfaceZs(map, qx, qy, surfZ);
Assert.True(n > 0, $"({qx},{qy}) has no standable surface — bad test cell");
standZ[i] = surfZ[0];
}
}
for (var i = 0; i < sourceQueries.Length; i++)
{
var (x, y) = sourceQueries[i];
cache.TryGetMask(map, x, y, standZ[i]);
}
Assert.Equal(3, cache.GetStats().ResidentChunks);
@ -36,7 +52,7 @@ public class StepCacheFileTests
for (var i = 0; i < sourceQueries.Length; i++)
{
var (x, y) = sourceQueries[i];
expected[i] = cache.TryGetMask(map, x, y, sourceZ: 10);
expected[i] = cache.TryGetMask(map, x, y, standZ[i]);
}
var path = Path.Combine(Path.GetTempPath(), $"step-cache-roundtrip-{System.Guid.NewGuid():N}.swb");
@ -66,7 +82,7 @@ public class StepCacheFileTests
for (var i = 0; i < sourceQueries.Length; i++)
{
var (x, y) = sourceQueries[i];
var lookup = cache.TryGetMask(map, x, y, sourceZ: 10);
var lookup = cache.TryGetMask(map, x, y, standZ[i]);
Assert.Equal(CacheHitKind.Miss_NotBuilt, lookup.HitKind);
Assert.Equal(expected[i].WalkMask, lookup.WalkMask);
Assert.Equal(expected[i].WetMask, lookup.WetMask);
@ -171,6 +187,7 @@ public class StepCacheFileTests
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1; // eager build to populate chunks for save
var map = Map.Maps[1];
Assert.NotNull(map);
@ -210,4 +227,175 @@ public class StepCacheFileTests
}
}
}
/// <summary>
/// First-touch on a chunk that the lazy reader can satisfy must NOT route through the
/// miss tracker — file-loaded chunks represent an explicit prior decision to keep
/// them warm. This guards the deployment shape where an admin ships .swb files and
/// expects the very first NPC pathfind in any region to use cache (not slow path).
/// </summary>
/// <summary>
/// A chunk with an injected swim layer must serialize and deserialize via the lazy
/// reader without losing the layer. Validates v3 file format end-to-end: swim layer
/// fields survive Save → Clear → LazyOpen → first-touch query.
/// </summary>
[Fact]
public void SwimLayer_RoundTrips_ThroughLazyReader()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1;
var map = Map.Maps[1];
Assert.NotNull(map);
// Build a chunk and inject a synthetic swim layer onto cell (1500, 1600).
cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
var chunksField = typeof(StepCache).GetField(
"_chunks",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
);
var chunks = (System.Collections.Generic.Dictionary<long, StepChunk>)chunksField!.GetValue(cache)!;
var key = StepCache.EncodeKey(map.MapID, 1500 >> 4, 1600 >> 4);
var chunk = chunks[key];
chunk.AllocateSwimLayer();
var cellIndex = ((1600 - ((1600 >> 4) << 4)) << 4) | (1500 - ((1500 >> 4) << 4));
chunk.SwimSourceZ[cellIndex] = -7;
chunk.SwimMask[cellIndex] = 0b0000_1111;
chunk.SwimZN_Layer[cellIndex] = -7;
chunk.SwimZNE_Layer[cellIndex] = -7;
chunk.SwimZE_Layer[cellIndex] = -7;
chunk.SwimZSE_Layer[cellIndex] = -7;
var path = Path.Combine(Path.GetTempPath(), $"step-cache-swim-{System.Guid.NewGuid():N}.swb");
try
{
Assert.Equal(1, cache.SaveToFile(path, map.MapID));
cache.Clear();
cache.MissPromotionThreshold = 1;
Assert.True(cache.TryOpenLazyReader(path, map.MapID));
// Pull the chunk back via a query at swim Z; the layer must hit and serve our
// injected mask. Walk-Z query of the same cell should still hit the walk
// layer with whatever the bake produced.
var swim = cache.TryGetMask(map, 1500, 1600, sourceZ: -7);
Assert.True(swim.IsHit);
Assert.Equal((byte)0, swim.WalkMask);
Assert.Equal((byte)0b0000_1111, swim.WetMask);
Assert.Equal((sbyte)-7, swim.SwimZ_N);
Assert.Equal((sbyte)-7, swim.SwimZ_E);
}
finally
{
cache.Clear();
if (File.Exists(path))
{
File.Delete(path);
}
}
}
/// <summary>
/// PreloadOnLazyOpen=true must materialize every chunk in the .swb file into the
/// resident set immediately, eliminating first-touch file-read latency. Counterpart
/// to <see cref="LazyReader_DoesNotMaterializeUntilQueried"/> which proves the
/// default lazy behavior.
/// </summary>
[Fact]
public void TryOpenLazyReader_WithPreloadFlag_MaterializesAllChunksImmediately()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1;
var map = Map.Maps[1];
Assert.NotNull(map);
var coords = new (int, int)[]
{
(1500, 1600), (1516, 1600), (1500, 1616), (1516, 1616), (1532, 1600)
};
foreach (var (x, y) in coords)
{
cache.TryGetMask(map, x, y, sourceZ: 10);
}
var path = Path.Combine(Path.GetTempPath(), $"step-cache-preload-{System.Guid.NewGuid():N}.swb");
try
{
Assert.Equal(coords.Length, cache.SaveToFile(path, map.MapID));
cache.Clear();
cache.PreloadOnLazyOpen = true;
try
{
Assert.True(cache.TryOpenLazyReader(path, map.MapID));
// Every chunk should be resident — no further queries needed.
Assert.Equal(coords.Length, cache.GetStats().ResidentChunks);
Assert.Equal(0L, cache.GetStats().BuildsTotal); // came from file, not baker
// Subsequent query is a clean Hit, not a Miss_NotBuilt.
var lookup = cache.TryGetMask(map, coords[0].Item1, coords[0].Item2, sourceZ: 10);
Assert.Equal(CacheHitKind.Hit, lookup.HitKind);
Assert.Equal(coords.Length, cache.GetStats().ResidentChunks);
}
finally
{
cache.PreloadOnLazyOpen = false;
}
}
finally
{
cache.Clear();
if (File.Exists(path))
{
File.Delete(path);
}
}
}
[Fact]
public void LazyReaderHit_BypassesMissTrackerOnFirstTouch()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1; // eager build for save phase
var map = Map.Maps[1];
// Build + save one chunk.
cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
var path = Path.Combine(Path.GetTempPath(), $"step-cache-bypass-{System.Guid.NewGuid():N}.swb");
try
{
Assert.Equal(1, cache.SaveToFile(path, map.MapID));
// Reset to a fresh state with the file open as a lazy reader and the deferred
// promotion threshold restored to 2.
cache.Clear();
cache.MissPromotionThreshold = 2;
Assert.True(cache.TryOpenLazyReader(path, map.MapID));
// First touch must NOT return Fallthrough_NotBuilt — the lazy reader has the
// chunk and serves it before the miss tracker is consulted.
var lookup = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
Assert.True(lookup.IsHit);
Assert.Equal(CacheHitKind.Miss_NotBuilt, lookup.HitKind);
Assert.Equal(1, cache.GetStats().ResidentChunks);
Assert.Equal(0L, cache.GetStats().FallthroughNotBuilt);
Assert.Equal(0L, cache.GetStats().BuildsTotal); // came from file, not baker
}
finally
{
cache.Clear();
if (File.Exists(path))
{
File.Delete(path);
}
}
}
}

View file

@ -26,38 +26,167 @@ public class StepCacheLifecycleTests
}
[Fact]
public void TryGetMask_FirstQuery_BuildsChunkAndReturnsBakerOutput()
public void TryGetMask_FirstTouchOnUnbuiltChunk_DefersBuildAndReturnsFallthrough()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 2;
var map = Map.Maps[1];
Assert.NotNull(map);
// Pinned cell (1500, 1600, z=10): mask=0xC1
// First touch on a chunk that has no resident copy and no lazy reader behind it
// must NOT eagerly build. Caller (BitmapAStarAlgorithm) interprets IsHit=false as
// "use slow path" — pets/hireables passing briefly through a chunk avoid the
// ~700µs BuildChunk cost they'd never amortize.
var lookup = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
Assert.True(lookup.IsHit);
Assert.Equal(CacheHitKind.Miss_NotBuilt, lookup.HitKind);
Assert.Equal((byte)0xC1, lookup.WalkMask);
Assert.Equal((sbyte)10, lookup.WalkZ_N);
Assert.Equal((sbyte)10, lookup.WalkZ_W);
Assert.Equal((sbyte)10, lookup.WalkZ_NW);
Assert.False(lookup.IsHit);
Assert.Equal(CacheHitKind.Fallthrough_NotBuilt, lookup.HitKind);
var stats = cache.GetStats();
Assert.Equal(0, stats.ResidentChunks);
Assert.Equal(0L, stats.BuildsTotal);
Assert.Equal(0L, stats.MissesNotBuilt);
Assert.Equal(1L, stats.FallthroughNotBuilt);
}
[Fact]
public void TryGetMask_SecondTouchWithinWindow_PromotesAndBuilds()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 2;
var map = Map.Maps[1];
// First touch defers; second touch inside the promotion window builds + serves.
// Pinned cell (1500, 1600, z=10): mask=0xC1
var first = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
Assert.False(first.IsHit);
var second = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
Assert.True(second.IsHit);
Assert.Equal(CacheHitKind.Miss_NotBuilt, second.HitKind);
Assert.Equal((byte)0xC1, second.WalkMask);
Assert.Equal((sbyte)10, second.WalkZ_N);
var stats = cache.GetStats();
Assert.Equal(1, stats.ResidentChunks);
Assert.Equal(1L, stats.MissesNotBuilt);
Assert.Equal(1L, stats.BuildsTotal);
Assert.Equal(1L, stats.FallthroughNotBuilt);
// Second query of same cell → Hit
var lookup2 = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
Assert.True(lookup2.IsHit);
Assert.Equal(CacheHitKind.Hit, lookup2.HitKind);
Assert.Equal((byte)0xC1, lookup2.WalkMask);
// Third query of same cell → Hit (chunk now resident).
var third = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
Assert.True(third.IsHit);
Assert.Equal(CacheHitKind.Hit, third.HitKind);
Assert.Equal((byte)0xC1, third.WalkMask);
}
var stats2 = cache.GetStats();
Assert.Equal(1, stats2.ResidentChunks);
Assert.Equal(1L, stats2.Hits);
[Fact]
public void TryGetMask_SecondTouchAfterWindow_RestartsCounterAndDefers()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 2;
cache.MissPromotionWindowMs = 1; // 1ms window for testability
var map = Map.Maps[1];
var first = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
Assert.False(first.IsHit);
System.Threading.Thread.Sleep(20); // exceed the window
// Second touch lands outside the window: tracker resets the count to 1, returns
// Fallthrough_NotBuilt again — chunks the player just glanced through don't get
// promoted just because they get re-touched minutes later by an unrelated NPC.
var second = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
Assert.False(second.IsHit);
Assert.Equal(CacheHitKind.Fallthrough_NotBuilt, second.HitKind);
Assert.Equal(0, cache.GetStats().ResidentChunks);
Assert.Equal(2L, cache.GetStats().FallthroughNotBuilt);
}
[Fact]
public void TryGetMask_MultipleCallsInSameFindGeneration_StayInFallthrough()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 2;
var map = Map.Maps[1];
// Open a pathfind. Multiple TryGetMask calls inside this Find target the same chunk
// (different cells). The promotion gate counts distinct Finds, not raw probes — these
// calls must NOT increment the per-chunk counter, even though there are many of them.
// Without this, A* expansion would trip the gate on the second cell expansion in any
// visited chunk, defeating the whole point of deferred promotion.
cache.BeginFindGeneration();
for (var i = 0; i < 8; i++)
{
// All cells are inside chunk (1500>>4, 1600>>4) = (93, 100).
var lookup = cache.TryGetMask(map, 1500 + i, 1600, sourceZ: 10);
Assert.False(lookup.IsHit);
Assert.Equal(CacheHitKind.Fallthrough_NotBuilt, lookup.HitKind);
}
Assert.Equal(0, cache.GetStats().ResidentChunks);
Assert.Equal(0L, cache.GetStats().BuildsTotal);
Assert.Equal(8L, cache.GetStats().FallthroughNotBuilt);
// Begin a NEW Find — this is the second distinct touch under the per-Find gate.
// The chunk now crosses the threshold and promotes.
cache.BeginFindGeneration();
var promoted = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
Assert.True(promoted.IsHit);
Assert.Equal(CacheHitKind.Miss_NotBuilt, promoted.HitKind);
Assert.Equal(1, cache.GetStats().ResidentChunks);
Assert.Equal(1L, cache.GetStats().BuildsTotal);
}
[Fact]
public void TryGetMask_TwoFindGenerationsAcrossWindow_RestartsCounter()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 2;
cache.MissPromotionWindowMs = 1; // 1ms window for testability
var map = Map.Maps[1];
cache.BeginFindGeneration();
Assert.False(cache.TryGetMask(map, 1500, 1600, sourceZ: 10).IsHit);
System.Threading.Thread.Sleep(20); // exceed window
// Second Find lands outside the window. Even though it's a distinct generation,
// the elapsed-time check resets the counter to 1, so no promotion.
cache.BeginFindGeneration();
var second = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
Assert.False(second.IsHit);
Assert.Equal(CacheHitKind.Fallthrough_NotBuilt, second.HitKind);
Assert.Equal(0, cache.GetStats().ResidentChunks);
}
[Fact]
public void TryGetMask_DistinctChunks_TrackedIndependently()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 2;
var map = Map.Maps[1];
// Two different chunks, one touch each — both must defer (each has its own counter).
var chunkA = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
var chunkB = cache.TryGetMask(map, 1600, 1700, sourceZ: 10); // different chunk
Assert.False(chunkA.IsHit);
Assert.False(chunkB.IsHit);
Assert.Equal(0, cache.GetStats().ResidentChunks);
Assert.Equal(2L, cache.GetStats().FallthroughNotBuilt);
}
[Fact]
@ -80,11 +209,13 @@ public class StepCacheLifecycleTests
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 2;
var map = Map.Maps[1];
var sector = map.GetRealSector(1500 >> 4, 1600 >> 4);
// First query: builds chunk, snapshots current MultisVersion.
// First touch defers (Fallthrough_NotBuilt); second touch promotes and builds.
Assert.Equal(CacheHitKind.Fallthrough_NotBuilt, cache.TryGetMask(map, 1500, 1600, 10).HitKind);
Assert.Equal(CacheHitKind.Miss_NotBuilt, cache.TryGetMask(map, 1500, 1600, 10).HitKind);
// Bump _multisVersion via reflection.
@ -96,18 +227,18 @@ public class StepCacheLifecycleTests
var current = (int)versionField.GetValue(sector);
versionField.SetValue(sector, current + 1);
// Second query: detects version mismatch, rebuilds.
// Third query: detects version mismatch, rebuilds.
Assert.Equal(CacheHitKind.Miss_DirtyRebuild, cache.TryGetMask(map, 1500, 1600, 10).HitKind);
var stats = cache.GetStats();
Assert.Equal(1L, stats.MissesDirtyRebuild);
Assert.Equal(2L, stats.BuildsTotal);
// Mutual-exclusivity invariant: every successful TryGetMask hits exactly one
// outcome counter. Two queries above both returned true (the test cell is not
// multi-Z and not off-map), so the three outcome counters must sum to 2 and the
// fallthrough counters must be zero.
// Mutual-exclusivity invariant: hits + miss-builds + dirty-rebuilds = served-result count.
// Three calls returned an answer; two were "served from a build" (Miss_NotBuilt + Miss_DirtyRebuild),
// and the first was a Fallthrough_NotBuilt (no build, slow-path signal).
Assert.Equal(2L, stats.MissesNotBuilt + stats.MissesDirtyRebuild + stats.Hits);
Assert.Equal(1L, stats.FallthroughNotBuilt);
Assert.Equal(0L, stats.FallthroughMultiZ);
Assert.Equal(0L, stats.FallthroughOffMap);
}
@ -117,6 +248,7 @@ public class StepCacheLifecycleTests
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1; // eager build for prime-then-inspect tests
var map = Map.Maps[1];
@ -165,6 +297,7 @@ public class StepCacheLifecycleTests
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1;
var map = Map.Maps[1];
cache.TryGetMask(map, 1500, 1600, 10);
@ -205,11 +338,122 @@ public class StepCacheLifecycleTests
Assert.Equal((sbyte)42, lookup.WalkZ_NE);
}
[Fact]
public void SwimLayer_NotInjected_StaysFallthroughOnSourceZMismatch()
{
// Sanity check: a chunk WITHOUT a swim layer falls through on source-Z mismatch
// exactly like before. Validates we didn't accidentally serve garbage when the
// chunk has no shore cells.
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1;
var map = Map.Maps[1];
cache.TryGetMask(map, 1500, 1600, sourceZ: 10); // build chunk
var beforeMismatch = cache.GetStats().FallthroughSourceZMismatch;
// Same cell but query Z far from baked Z → source-Z guard fires.
var lookup = cache.TryGetMask(map, 1500, 1600, sourceZ: 100);
Assert.False(lookup.IsHit);
Assert.Equal(CacheHitKind.Fallthrough_SourceZMismatch, lookup.HitKind);
Assert.Equal(beforeMismatch + 1L, cache.GetStats().FallthroughSourceZMismatch);
}
[Fact]
public void SwimLayer_InjectedMatchingZ_ReturnsHitFromSwimLayer()
{
// Inject a synthetic swim layer onto a resident chunk and verify a query at the
// swim source Z routes through the swim-layer fallback, returning the swim mask.
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1;
var map = Map.Maps[1];
cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
var chunksField = typeof(StepCache).GetField(
"_chunks",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
);
var chunks = (System.Collections.Generic.Dictionary<long, StepChunk>)chunksField!.GetValue(cache)!;
var key = StepCache.EncodeKey(map.MapID, 1500 >> 4, 1600 >> 4);
var chunk = chunks[key];
chunk.AllocateSwimLayer();
var cellIndex = ((1600 - ((1600 >> 4) << 4)) << 4) | (1500 - ((1500 >> 4) << 4));
chunk.SwimSourceZ[cellIndex] = -5;
chunk.SwimMask[cellIndex] = 0b0000_0011;
chunk.SwimZN_Layer[cellIndex] = -5;
chunk.SwimZNE_Layer[cellIndex] = -5;
// Other directions stay 0 — Mask bits 0 and 1 cover N and NE.
// Query at the chunk's primary SourceZ — primary path serves walk-layer data,
// swim layer not consulted.
var bakedSourceZ = chunk.SourceZ[cellIndex];
var walkLookup = cache.TryGetMask(map, 1500, 1600, bakedSourceZ);
Assert.True(walkLookup.IsHit);
Assert.Equal(CacheHitKind.Hit, walkLookup.HitKind);
// Walk-layer query produces walk-layer walkMask (whatever the bake found), NOT
// the synthetic swim mask we injected.
// Query at the swim source Z — primary source-Z guard fails (|5 bakedZ| > 2
// assuming baked Z is land surface), swim-layer fallback serves with our mask.
if (System.Math.Abs(-5 - bakedSourceZ) <= 2)
{
// Bake landed near water Z — adjust the test to a clearer swim Z.
chunk.SwimSourceZ[cellIndex] = (sbyte)(bakedSourceZ - 20);
}
var swimLookup = cache.TryGetMask(map, 1500, 1600, chunk.SwimSourceZ[cellIndex]);
Assert.True(swimLookup.IsHit);
Assert.Equal(CacheHitKind.Hit, swimLookup.HitKind);
Assert.Equal((byte)0, swimLookup.WalkMask); // walk = 0 at swim Z
Assert.Equal(chunk.SwimMask[cellIndex], swimLookup.WetMask);
Assert.Equal(chunk.SwimZN_Layer[cellIndex], swimLookup.SwimZ_N);
Assert.Equal(chunk.SwimZNE_Layer[cellIndex], swimLookup.SwimZ_NE);
}
[Fact]
public void SwimLayer_InjectedButCellHasNoSentinel_FallsThrough()
{
// Chunk has the swim layer (some other cell is shore), but THIS cell is inland
// (SwimSourceZ = NoSwimLayerCell). Query at non-matching walk Z must fall through,
// not erroneously match -128 against the query.
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1;
var map = Map.Maps[1];
cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
var chunksField = typeof(StepCache).GetField(
"_chunks",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
);
var chunks = (System.Collections.Generic.Dictionary<long, StepChunk>)chunksField!.GetValue(cache)!;
var key = StepCache.EncodeKey(map.MapID, 1500 >> 4, 1600 >> 4);
var chunk = chunks[key];
// Allocate layer but leave THIS cell at the sentinel.
chunk.AllocateSwimLayer();
var cellIndex = ((1600 - ((1600 >> 4) << 4)) << 4) | (1500 - ((1500 >> 4) << 4));
Assert.Equal(StepChunk.NoSwimLayerCell, chunk.SwimSourceZ[cellIndex]);
var beforeMismatch = cache.GetStats().FallthroughSourceZMismatch;
// Query at -128 (the sentinel value) — must NOT match. The guard short-circuits
// on the sentinel before computing |sourceZ - SwimSourceZ|.
var lookup = cache.TryGetMask(map, 1500, 1600, sbyte.MinValue);
Assert.False(lookup.IsHit);
Assert.Equal(CacheHitKind.Fallthrough_SourceZMismatch, lookup.HitKind);
Assert.Equal(beforeMismatch + 1L, cache.GetStats().FallthroughSourceZMismatch);
}
[Fact]
public void Tier4Strata_NonMatchingZ_FallsThrough()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1;
var map = Map.Maps[1];
cache.TryGetMask(map, 1500, 1600, 10);
@ -246,6 +490,7 @@ public class StepCacheLifecycleTests
var cache = StepCache.Instance;
cache.Clear();
cache.MaxResidentChunks = 4;
cache.MissPromotionThreshold = 1;
try
{

View file

@ -1,3 +1,4 @@
using System;
using Server.Engines.Pathing.Cache;
using Xunit;
using Xunit.Abstractions;
@ -22,6 +23,7 @@ public class StepCacheParityTests
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1; // sweep cells expecting cache to answer immediately
var map = Map.Maps[1];
Assert.NotNull(map);
@ -31,16 +33,22 @@ public class StepCacheParityTests
var multiZ = 0;
var wetCells = 0;
// The cache anchors each cell at the surface a creature actually STANDS on
// (clearance-aware), not the land average. Query at that same standable Z so the
// source-Z guard doesn't false-positive (e.g. on a raised causeway or sewer walkway
// whose surface sits well above the land). Cells with no standable walk surface are
// skipped — there's nothing for a walker to compare against.
Span<sbyte> surfZ = stackalloc sbyte[16];
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);
if (StepProbe.ComputeStandableSurfaceZs(map, x, y, surfZ) == 0)
{
continue;
}
var sourceZ = surfZ[0];
var baker = StepProbe.ComputeMaskAt(map, x, y, sourceZ);

View file

@ -0,0 +1,183 @@
using System.Collections.Generic;
using Server.Engines.Pathing.Cache;
using Xunit;
using Xunit.Abstractions;
namespace Server.Tests.Pathfinding;
/// <summary>
/// Parity coverage for "walkable static surface above a land tile" terrain — sewers,
/// dungeon walkways, bridges, raised foundations, and stacked building floors.
///
/// The original parity tests only queried at the LAND-anchored standing Z and skipped
/// multi-Z fallthroughs, so they never noticed that a query at the REAL walk Z — the static
/// surface a creature actually stands on — returns
/// <see cref="CacheHitKind.Fallthrough_SourceZMismatch"/>, because the baker anchored
/// SourceZ at the land average instead of the walkway. In the Britain sewer that's a ~98%
/// cache miss on a known walk-path (confirmed via [PathDiag).
///
/// Method: flood-fill outward from a known-walkable start using
/// <see cref="Movement.Movement.CheckMovement"/> — the slow path the cache mirrors. Each
/// reached (x, y, z) is a genuine standing state at its TRUE Z (CheckMovement returns the
/// destination Z it lands on), exactly the set of states A* would query. For every reached
/// state the cache must serve a Hit and agree with the slow path. This naturally follows
/// ramped stairs (each tread at its own Z) and climbs to upper floors, so one start covers
/// the whole connected structure — no fragile fixed-Z assumption.
///
/// A bare test world has no spawned items/mobiles, so CheckMovement reduces to static
/// walkability (no door/dynamic interference). Parity restricted to cardinal directions:
/// the cache stores raw masks and applies the diagonal corner-cut at query time, so a raw
/// diagonal bit legitimately differs from CheckMovement's diagonal result.
///
/// EXPECTED: RED before the standable-surface bake (reached states fall through at their
/// true Z); GREEN after.
/// </summary>
[Collection("Sequential Pathfinding Tests")]
public class StepCacheStaticSurfaceParityTests
{
private readonly ITestOutputHelper _output;
public StepCacheStaticSurfaceParityTests(ITestOutputHelper output)
{
_output = output;
}
[Theory]
// label, start X, Y, Z (a real in-game walkable tile), max states to explore. Seeds are
// chosen to span the terrain classes the standable-surface bake must get right; the
// flood-fill spreads from each across a wide local area, so a handful of seeds exercises
// thousands of distinct (cell, Z) states without an exhaustive whole-map walk.
// sewer — static walkway @ z=5 over impassable land; covers dungeon walkways + bridges.
// inn — stair foot @ z=10; climbs the stairs onto the 1st & 2nd floors (multi-Z).
// plain — open Britain ground; guards against clearance false-positives on flat land.
// town — Britain cobblestones near the inn; mixed buildings, stairs, raised floors.
[InlineData("brit_sewer_walkway", 6034, 1476, 5, 2500)]
[InlineData("brit_inn_stairs_to_floors", 1495, 1628, 10, 2500)]
[InlineData("trammel_open_plain", 1500, 1600, 10, 2500)]
[InlineData("brit_town_cobblestones", 1494, 1626, 10, 2500)] // plain ground: guards against clearance false-positives
public void CacheServesReachableWalkStates(string label, int sx, int sy, int sz, int maxStates)
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1; // eager build — expect the cache to answer every state
var map = Map.Maps[1];
Assert.NotNull(map);
var stub = new ParityStubMobile();
stub.MoveToWorld(new Point3D(sx, sy, sz), map);
// Sanity: the start must itself be a walkable standing state via the slow path.
var startWalkable = false;
for (var d = 0; d < 8; d++)
{
if (Movement.Movement.CheckMovement(stub, map, new Point3D(sx, sy, sz), (Direction)d, out _))
{
startWalkable = true;
break;
}
}
Assert.True(startWalkable, $"[{label}] start ({sx},{sy},{sz}) is not walkable per the slow path — bad waypoint");
var visited = new HashSet<(int x, int y, int z)>();
var queue = new Queue<(int x, int y, int z)>();
visited.Add((sx, sy, sz));
queue.Enqueue((sx, sy, sz));
var states = 0;
var fellThrough = 0;
var disagreements = 0;
const int maxLog = 12;
while (queue.Count > 0)
{
var (x, y, z) = queue.Dequeue();
states++;
var loc = new Point3D(x, y, z);
var lookup = cache.TryGetMask(map, x, y, (sbyte)z);
if (!lookup.IsHit)
{
if (fellThrough < maxLog)
{
_output.WriteLine($"FELL THROUGH @ ({x},{y},{z}) hitKind={lookup.HitKind}");
}
fellThrough++;
}
for (var d = 0; d < 8; d++)
{
var dir = (Direction)d;
var slowOk = Movement.Movement.CheckMovement(stub, map, loc, dir, out var nz);
// Expand the frontier through every legal move (incl. diagonals).
if (slowOk)
{
var nx = x;
var ny = y;
Movement.Movement.Offset(dir, ref nx, ref ny);
var next = (nx, ny, (int)nz);
if (visited.Count < maxStates && visited.Add(next))
{
queue.Enqueue(next);
}
}
// Parity on cardinals only (diagonals carry the query-time corner-cut rule).
if ((d & 1) == 0 && lookup.IsHit)
{
var cacheOk = lookup.IsWalkable(dir);
if (cacheOk != slowOk)
{
if (disagreements < maxLog)
{
_output.WriteLine($"WALK DIFF @ ({x},{y},{z}) dir={dir} slow={slowOk} cache={cacheOk}");
}
disagreements++;
}
else if (slowOk && nz != lookup.GetWalkZ(dir))
{
if (disagreements < maxLog)
{
_output.WriteLine($"Z DIFF @ ({x},{y},{z}) dir={dir} slow={nz} cache={lookup.GetWalkZ(dir)}");
}
disagreements++;
}
}
}
}
stub.Delete();
var fallthroughPct = states == 0 ? 0 : 100.0 * fellThrough / states;
_output.WriteLine($"[{label}] states={states} fellThrough={fellThrough} ({fallthroughPct:F2}%) disagreements={disagreements}");
Assert.True(states > 50, $"[{label}] only explored {states} states — flood-fill stalled, bad waypoint");
// Correctness is strict: where the cache DOES answer, it must agree with the slow path.
Assert.Equal(0, disagreements);
// Coverage: nearly every reachable state should be cache-served. A small residual is
// expected and acceptable — a walkable surface sitting directly under a bridge/stair
// ramp falls through to the slow path (correct, just uncached) because the bake's
// clearance check is intentionally conservative there. A real anchor regression shows
// up as a large fraction (the pre-fix sewer was ~98%), which this still catches.
Assert.True(
fallthroughPct < 1.0,
$"[{label}] cache fell through on {fallthroughPct:F2}% ({fellThrough}/{states}) of reachable states — coverage regression"
);
}
/// <summary>
/// Default static walker: inherits straight from Mobile so MovementImpl sees no
/// BaseCreature flags (CanSwim/CanFly false, bc==null). Mirrors the existing parity stub.
/// </summary>
private class ParityStubMobile : Mobile
{
public ParityStubMobile()
{
Body = 0xC9;
}
}
}