Fixes#2462
## Summary
Removes the per-object `VirtualHairInfo` heap wrapper for mobile/corpse hair. Hair is now stored **inline** on `Mobile` and `Corpse` as `int _hairItemId` / `int _hairHue` plus a lazily-allocated, **non-serialized** ephemeral `Serial _hairSerial` (in the high virtual-serial range) — and likewise for facial hair. The `VirtualHairInfo` class is deleted, with a **lossless** save migration.
This delivers three things:
1. **Fixes a hair-removal bug.** `Delta(MobileDelta.Hair)` is deferred (it enqueues; `ProcessDeltaQueue` runs later in the tick). The old `HairItemID = 0` setter nulled `_hair` *immediately*, so by the time `ProcessDelta` built the remove packet the equipped virtual serial was already gone — the old `??=` code then re-materialized a **fresh** serial (≠ the equipped one), so clients never removed the right entity, and it left a phantom ItemId-0 object behind. The serial now lives on the entity and **persists across removal**, so remove packets carry the correct serial.
2. **Lightens the entity.** No heap hair object; bald mobiles allocate nothing (the serial is minted lazily only when hair is present). This was the original reason `HairItemID`/`HairHue` exist.
3. **Removes `VirtualHairInfo` entirely**, keeping the high-range virtual serial behavior.
## How
- **Mobile** (manual serialization): inline `_hairItemId/_hairHue/_hairSerial` (+facial); lazy `HairSerial`/`FacialHairSerial`; `ProcessDelta` reads those. Serialization **v36 → v37** — the v30-v37 deserialize is unified, reading the legacy per-hair `VirtualHairInfo` version int only when `version < 37`. Setting item id to 0 clears the hue (matching the old object-nulling) while retaining the serial.
- **Corpse** (codegen serialization): decomposed to `[SerializableField] int _hairItemId/_hairHue` (+facial) + ephemeral serial; **v16 → v17** with `MigrateFrom(V16Content)`.
- **Lossless migration:** the loader validates exact byte length, and the old corpse hair is a presence-bool-gated block, so a tiny **migration-only** `LegacyHairInfo` reader (no runtime role) consumes the legacy `[bool][int ver][int itemId][int hue]` bytes. Frozen `Corpse.v14/v15/v16.json` are retyped to it; `v17.json` describes the new int fields.
- All consumers updated to discrete accessors: `OutgoingMobilePackets`, `CorpsePackets`, corpse subclasses (`MilitiaFighterCorpse`, `SchmendrickApprenticeCorpse`), and the packet test mirrors.
- `VirtualHair.cs` renamed to `OutgoingVirtualHairPackets.cs` (the only type left in it after `VirtualHairInfo` was removed).
## Test Plan
- [x] Full solution build: **0 warnings, 0 errors** (`TreatWarningsAsErrors`).
- [x] `Server.Tests`: **708 passed** (incl. new `RemoveHairUsesEquippedSerial` / `RemoveFacialHairUsesEquippedSerial` proving the serial survives removal + hue clears).
- [x] `UOContent.Tests` corpse/hair: **6 passed** (incl. `CorpseHairMigrationTests` asserting the legacy hair bytes are consumed exactly — the loader's length invariant).
- [x] Generated migration code inspected: V14/V15/V16 readers consume the legacy block byte-for-byte; serial never written to disk.
## Upgrade notes
- Old Mobile (v30–v36) and Corpse (v13–v16) saves load losslessly.
- Minor cosmetic-only change: `SchmendrickApprenticeCorpse` hair/facial-hair RNG draws shift order within each pair (same draw count); irrelevant for a quest NPC corpse.
## 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.
## Summary
Creatures (pets following, monsters chasing, NPCs approaching) would **oscillate — "pace back and forth really fast"** at concave obstacles (reported at the Britain Inn L-desk: a pet at `(1493,1614,20)` never reaching its master at `(1494,1605,21)`) instead of routing around them.
**Root cause** (the A* pathfinder itself was correct): all goal-seeking funnels through `MoveTo` and `WalkMobileRange` → `MoveTowardsOrAwayFrom`, which step greedily via `DoMove(dir, badStateOk:true)`. `DoMove` returns `true` even when the direct step was blocked and the creature merely **auto-turned and sidestepped** (`MoveResult.SuccessAutoTurn`), and the caller then set `Path = null`, discarding the `PathFollower`. So at a concave obstacle a non-progressing sidestep was mistaken for progress and the creature never committed to a route. (AOS pet-follow runs at `CurrentSpeed = 0.1`, hence the "really fast" shuffle.)
## What changed
- **New centralized `BaseAI.ApproachTarget(target, run, range)` primitive.** A greedy step is committed only when it **fully succeeds (`MoveResult.Success`) and actually gets closer**; otherwise the creature commits to a **persistent `PathFollower`** that routes around the obstacle and is never discarded by a greedy step. The open-terrain fast path (one greedy step, no pathfinding) is preserved. `MoveTo`, `MoveTowardsOrAwayFrom`, and `MoveToWithCollisionAvoidance` all delegate to it — public signatures unchanged, so no AI-class call site changes.
- **Best-distance give-up + idle.** A creature that cannot reach a **stationary** in-range goal stops shuffling and idles after `ApproachGiveUpTicks` (40) ticks without lowering its closest-ever distance; a **moving** goal (active chase) never gives up. It resumes the moment the goal moves.
- **Pathfinder fix (required):** `BitmapAStarAlgorithm.IsBlockedByDynamic` now skips the dynamic mobile-block check **at the goal cell only** (`MoveImpl.Goal`). Previously A* returned `null` whenever the target mobile stood on the goal cell, so creatures could never pathfind *toward* another mobile — only toward empty ground. The follower stops within `range` short of it. Static/item blocking and all non-goal mobile blocking are unchanged.
## Tests
New AI-loop integration tests in `ApproachTargetTests.cs` drive the real `BaseAI` primitives against live Britain Inn map statics: exact-repro pet follow, open-terrain (asserts zero pathfinding), `MoveTo` chase (static + walking-away target), route-around-a-dynamic-wall, and walled-off give-up-and-idle.
- Pathfinding + AI subset: **52/52** pass.
- Full `UOContent.Tests`: **301/301** pass. (Note: the test host lingers on shutdown — a pre-existing infra quirk unrelated to this change; all tests complete and pass.)
- Full solution build: clean (0 warnings / 0 errors).
## Notes
- Branched off `main`; independent of the in-flight step-cache work.
- Out of scope (future work): proactive "SmartAI" look-ahead pathfinding so clever creatures plan a route before walking into the obstacle, rather than reacting after they hit it.
## Test Plan
- [X] In-game: order a pet to `follow`/`come` across the Britain Inn L-desk; confirm it routes around and reaches you instead of pacing.
- [X] Aggro a monster and kite it around a building/treeline; confirm it chases around obstacles.
- [X] Confirm open-terrain following/chasing feels unchanged (no extra latency).
- [X] Confirm a creature with a genuinely unreachable target idles rather than shuffling forever.
## Summary
Multi-Z cells (bridges, stairs, paver-over-ground, multi-floor structures) now carry **per-stratum walkability data** in the cache instead of falling through to the slow path. The data is computed at chunk-build time, persisted in the `.swb` file, and selected at query time by matching the request's `sourceZ` against each stratum's `zCenter` (within `StepHeight` tolerance).
This is the Tier 4 strata feature, deferred from PR #2447 / PR #2448 / PR #2449. Builds on PR #2449's lazy backing store and public bake helpers.
## Wire format change (v1 → v2)
`StepCacheFile.FormatVersion = 2`. `MinSupportedVersion = 2`. v1 `.swb` files are silently rejected at open time (treated as missing) and overwritten on the next `SaveToFile` / `BakeMap`. **No migration** — older files just get re-baked.
The `MinSupportedVersion` sentinel is the model going forward: bump the constant when an incompatible change lands; admins re-bake on the next deploy. No matrix of v1↔v2↔v3 migration logic to maintain.
## What changed
- **`StepProbe.ComputeStrataAt(map, x, y)`** — enumerates walkable standing-Zs at the cell (one per land surface plus one per walkable static), collapses Zs within `2*StepHeight`, runs `ComputeMaskAt` at each surviving Z. Returns `null` for single-Z cells (caller uses the chunk's main mask).
- **`StepChunk`** — replaces the old `MultiZCells` bitmap with a **strata storage pair**:
- `ushort[256] StrataOffsetByCell` (sentinel `NoStrata = 0xFFFF` = "no strata for that cell")
- `byte[] StrataData` packed: `u8 stratumCount`, then `count × 19-byte stratum`
- `sbyte zCenter, byte walkMask, byte wetMask, sbyte walkZ_N..NW (8), sbyte swimZ_N..NW (8)`
- `IsCellMultiZ` derives from `StrataOffsetByCell[cell] != NoStrata` — same semantics, single source of truth.
- **`StepCache.BuildChunk`** — populates strata for cells flagged multi-Z via `SetStrata`. Chunks with zero multi-Z cells pay zero strata overhead (offset array + data array stay null).
- **`StepCache.TryGetMask`** — for multi-Z cells, scans strata with `TryStratumHit`; returns the matching one with `HitKind=Hit`. Falls through to slow path only when no stratum matches the query `sourceZ`.
- **`StepCacheFile`** — v2 serialization with strata trailer per chunk + `recordLength` in index entry. Lazy reader sizes scratch per-chunk-record using the recorded length, growing on demand for multi-Z-heavy chunks. Patches `IndexOffset` on `w.Buffer` (BufferWriter's current backing array) since it grows during variable-size chunk writes.
## File layout v2
```
Header (48 bytes):
u32 Magic = 0x42575300 ('SWB\0')
u32 Version = 2
u32 MapId
u64 Fingerprint XxHash3 over LandTable + ItemTable flags + map files (mapX.mul/.uop, staidxX.mul, staticsX.mul)
u64 BakeTimestamp informational
u32 ChunkCount
u64 IndexOffset position where chunk index begins
Per chunk (variable size):
u16 ChunkX, ChunkY
u32 BuiltMultisVersion
u8 HasStrata 0 = no strata trailer; 1 = strata trailer follows
byte WalkMask[256], WetMask[256]
sbyte SourceZ[256], WalkZN..WalkZNW[256], SwimZN..SwimZNW[256]
// Strata trailer (only when HasStrata == 1):
u16 StrataOffsetByCell[256] // NoStrata sentinel = 0xFFFF
u32 StrataDataLength
byte StrataData[StrataDataLength]
Per multi-Z cell: u8 count, then count × Stratum (19 bytes)
Index trailer (20 × ChunkCount bytes):
per chunk: { u64 chunkKey, u64 fileOffset, u32 recordLength }
```
## Summary
Adds two pieces of pathfinding tooling on top of PR #2448's lazy `.swb` infrastructure:
- **`PathfindRecorder`** — admin-toggled JSONL telemetry capture; one record per `BitmapAStarAlgorithm.Find` call. Output format matches the BDN harness corpus, so production traffic can be captured and replayed in benchmarks without an adapter.
- **Public bake helpers on `StepCache`** — `ComputeLiveTileDataHash`, `TryReadTileDataHashFromFile`, `BakeMap`, `ClearResidentChunks`. Lets the benchmark project (and any future bake utility) drive cache fill + persist without exposing internal types.
The companion BDN harness update lives in [ModernUO-Benchmarks#kb/pathfinding-pr4-bench](https://github.com/modernuo/ModernUO-Benchmarks/tree/kb/pathfinding-pr4-bench): porting `Benchmarks/PathfindInGame/` from the `kb/ai_pathfinding` branch to the API shipped in #2446–#2448.
## What's in this PR
### `PathfindRecorder` (`PathfindRecorder.cs`)
- Holds a single `StreamWriter` open while recording; its internal buffer absorbs per-record writes without per-call `File.AppendAllText`.
- Single `bool` check on the hot path; cheap when disabled.
- Disabling flushes + disposes; an IO failure during write also disables the recorder.
- Server config:
- `pathfinding.recorder.enable` — bool, default `false`. Read on boot via `GetOrUpdateSetting`.
- `pathfinding.recorder.path` — default `<basedir>/Data/Pathfinding/recordings/pathfinds.jsonl`.
- Hooked into `BitmapAStarAlgorithm.Find` — runs once per call, does nothing when disabled.
- Admin command: `[PathRecord [on|off|flush|status]` (default `status`).
### Public cache helpers
- `static ulong StepCache.ComputeLiveTileDataHash()` — wraps the file module's hash function for staleness checks.
- `static bool StepCache.TryReadTileDataHashFromFile(string, out ulong)` — peeks at a `.swb` file's hash field (20 bytes).
- `int StepCache.BakeMap(int, string)` — walks every chunk in the map, populates resident set, saves. Offline / fixture use; blocks for many seconds on a full-map walk.
- `void StepCache.ClearResidentChunks()` — drops chunks + zeros counters but keeps lazy readers open. Lets benchmark loops measure "first query after boot" cost across iterations without the lazy-reader reopen overhead.
## Summary
Adds a binary disk format + lazy reader so the step cache can warm-start from a precomputed file without paying chunk-build cost on the first pathfind through a region. **Resident memory stays bounded by `MaxResidentChunks` regardless of file size** — opening a `.swb` reads only the header + chunk-offset index (~16 bytes per indexed chunk), and individual chunks are seeked + deserialized only when `ResolveMissingChunk` asks for them.
The lazy design (vs. an eager bulk load): a 250 MB bake on a RAM-constrained shard never materializes more than the LRU cap (~40 MB at the default 8192-chunk cap), and unwanted regions never enter memory at all.
Builds on PR #2447.
## What changed
- **`StepCacheFile`** — binary reader/writer module. Writer emits header → chunks (offsets recorded) → index trailer, then patches the header's `IndexOffset` field. Reader is `OpenForLazy(path)` returning a `LazyReader` that holds an open `FileStream` + offset dictionary.
- **`StepCacheFile.LazyReader`** — `TryReadChunk(chunkX, chunkY)` does a single seek + bulk read for one record. `Dispose` releases the underlying stream. Files are opened with `FileShare.Read | FileShare.Delete` so admin tooling can replace them.
- **TileData fingerprint via XxHash3.** The `.swb` header carries a hash of `LandTable + ItemTable` flags. Load rejects any file whose hash doesn't match the running server. Computed via `HashUtility.ComputeHash64` (engine-blessed hasher) — adds a `ReadOnlySpan<byte>` overload alongside the existing `ReadOnlySpan<char>` one for parity.
- **`StepCache.SaveToFile(path, mapId)`** — writes resident chunks for the given map.
- **`StepCache.TryOpenLazyReader(path, mapId)`** — opens the file, validates header, holds the reader for the map's lifetime.
- **`StepCache.ResolveMissingChunk`** — now consults the lazy reader before invoking the runtime baker. A loaded chunk whose `BuiltMultisVersion` doesn't match the live sector falls through to the baker (snapshot was made before a multi was added/removed in that sector).
- **`StepCache.Clear` closes lazy readers.** Test cleanup can delete `.swb` files cleanly.
- **Auto-load at startup.** `PathCacheCommands.Configure()` opens `Data/Pathfinding/<mapId>.swb` as a lazy reader for every map.
- **`[PathCacheSave`** / **`[PathCacheLoad`** — admin commands for the same workflow.
- **`pathfinding.maxResidentChunks` shard-tunable.** Read from `server.cfg` at boot via `ServerConfiguration.GetOrUpdateSetting` (default 8192 ≈ 40 MB). Small shards can tune down; large shards with substantial bakes can tune up to reduce eviction churn. Default is written back to `server.cfg` on first boot, matching the engine pattern used by other settings.
## File layout (v1)
```
Header (48 bytes):
u32 Magic = 0x42575300 ('SWB\0')
u32 Version = 1
u32 MapId
u64 TileDataHash XxHash3 over LandTable + ItemTable flags (HashUtility)
u64 BakeTimestamp informational
u32 ChunkCount
u64 IndexOffset file position where the chunk index begins
Chunk records (fixed size, ~5,393 bytes each, +32 if multi-Z):
u16 ChunkX
u16 ChunkY
u32 BuiltMultisVersion
u8 HasMultiZ
byte WalkMask[256], WetMask[256]
sbyte SourceZ[256], WalkZN..WalkZNW[256], SwimZN..SwimZNW[256]
[byte MultiZCells[32] when HasMultiZ == 1]
Index trailer (16 × ChunkCount bytes):
(u64 chunkKey, u64 fileOffset)
```
## Memory math
| Scenario | Disk file | RAM at boot | Notes |
|---|---|---|---|
| Empty / no `.swb` files | — | 0 | Silent; cache builds on demand. |
| Admin-curated towns (5K chunks) | 25 MB | 0 + per-query | Index ≈ 80 KB. Resident grows to the configured cap under steady-state queries. |
| Full-map bake (50K chunks) | 250 MB | 0 + per-query | Index ≈ 800 KB. Same configured cap. Cold areas never load. |
| All 5 maps fully baked | 1.25 GB | 0 + per-query | Index ≈ 4 MB total. Same configured cap. |
## Hash choice (FNV-1a → XxHash3)
The original draft used inlined FNV-1a-64. Switched to XxHash3 via `HashUtility`:
- ~30× faster on this workload (~30 GB/s SIMD vs ~2 GB/s byte-by-byte). Boot-time only, so absolute saving is microseconds — the real wins are elsewhere.
- Stronger collision resistance and distribution.
- Drops ~25 lines of inlined hash code; matches the rest of the codebase's hashing pattern.
- Hash is stable as long as `HashUtility`'s `xxHash3Seed` constant doesn't change (already marked `// DO NOT CHANGE THIS NUMBER`).
## Summary
Builds on PR #2446's cache-direct A*. The previous PR conservatively routed players + creatures with capability flags entirely through the slow path. This PR pushes that line: most mobile classes now use the cache, with the right rule set layered on top per-mobile, and the cache fast-path now does the dynamic items / mobiles check that PR #2446 had silently skipped.
## What changed
- **Non-GM players** now use the cache. Diagonal corner-cut applies the strict AND-rule (BOTH cardinal partners walkable) by reading the same source-cell mask byte the creature OR-rule reads — both rules are evaluable from one byte.
- **Creatures with `CanOpenDoors` / `CanMoveOverObstacles`** now use the cache. Reading `MovementImpl` confirmed those flags only affect dynamic items, never static tiles, so they were over-conservatively excluded before.
- **Swim creatures** now use the cache via a capability overlay. `StepProbe` bakes a second rule set (`canSwim=true, cantWalk=true`) producing `WetMask` + `SwimZ_*`. The algorithm composes `effectiveMask = (walkMask & !cantWalk) | (wetMask & canSwim)` per direction; walk Z preferred when both apply.
- **Dynamic-obstacle pass.** Cache fast-path now mirrors `MovementImpl`'s per-cell items + mobiles collision check (`GetItemsAt` / `GetMobilesAt` at the target cell, with `CanOpenDoors` / `CanMoveOverObstacles` / spell-field overrides). This closes a correctness gap from PR #2446 — the cache fast-path was silently skipping dynamic obstacles entirely.
- **`StepCache.TryGetMask` returns `StepMask` struct** instead of 11 out parameters. `HitKind` rolls into the struct with an `IsHit` accessor. Sets up wet/swim without ballooning the call site.
- **`StepChunk.MultiZCells` is lazy-init.** Most chunks are entirely single-Z; allocating the 32-byte bitmap up-front wasted ~256KB at full cap.
- **Admin commands.** `[PathCacheStats` (resident chunks + hit/miss/eviction counters) and `[PathCacheClear` (drop everything, zero counters).
- **Feature flag.** `bitmap_pathfinding_cache` (default true) gates the cache fast-path. Flipped off, every cell expansion routes to `MovementImpl` — equivalent to PR #2446's slow-path-only behavior. Safety net for shipping the new behavior.
`RequiresSlowPath` shrinks to just `CanFly` — flying creatures Z-jump arbitrarily, which the cache's static-Z model can't accommodate.
## Summary
Replaces `FastAStarAlgorithm` with `BitmapAStarAlgorithm`: one cache lookup per cell expansion (8-direction mask + per-direction destination Z) instead of 8 separate `MovementImpl.CheckMovement` calls. Adds the supporting cache infrastructure to back it.
Public API unchanged — `MovementPath` / `Mobile.Move` / `CalcMoves.Find` return the same shapes; the algorithm swap is internal.
## What's in this PR
- **`BitmapAStarAlgorithm`** — A* that issues one `StepCache.TryGetMask` call per cell expansion. Inline fallthrough to the per-cell slow path for multi-Z, off-map, source-Z mismatch, and non-default walkers.
- **`StepCache`** — singleton chunk store keyed by `(mapId, chunkX, chunkY)`. Lazily built on first query, invalidated by `Sector.MultisVersion` mismatch, memory-bounded by sampled probabilistic LRU.
- **`StepProbe`** — computes static-only walkability for a single cell, mirroring `MovementImpl.Check` minus the item / mobile collision phases.
- **`StepMask` / `StepChunk`** — value / storage types for the per-cell results.
- **`CacheEvictionTimer`** — periodic cap backstop (60s interval; early-returns when not over cap).
- **`Map.Sector.MultisVersion`** promoted to `public` so the cache can detect dynamic-static invalidations cheaply.
## Eviction strategy
Sampled probabilistic LRU (Redis-style). Per eviction, sample 5 random keys from a parallel `List<long>` kept in lockstep with the chunk dictionary; evict the oldest of the sample via swap-and-pop. O(1) per eviction regardless of resident count, so sustained cap pressure has no perpetual perf hit.
## Capability handling (interim)
Non-default walkers (non-GM players, creatures with `CanSwim` / `CanFly` / `CanOpenDoors` / `CanMoveOverObstacles`) route entirely through the per-cell slow path via `BitmapAStarAlgorithm.GetSuccessorsSlowPath`. The 2-pass design (cache + capability overlay + dynamic-obstacle pass) lands in the follow-up PR.
> [!IMPORTANT]
> **Breaking Changes**
> - DecodePacket and EncodePacket delegates replaced with IClientEncryption interface
> - NetState.Connection (Socket) replaced with internal RingSocket management
> - NetState.RecvPipe and NetState.SendPipe removed (buffers managed internally)
## Summary
Upgrades the networking stack from PollGroup-based I/O to io_uring, significantly improving I/O performance on Linux.
This also adds native client encryption support for encrypted UO clients.
## Major Changes
io_uring Networking Architecture
- Replaced PollGroup with IORingGroup for async socket I/O operations
- Removed Pipe.cs (mirrored ring buffer) and TcpServer.cs in favor of RingSocketManager
- Added NetState.Network.cs - centralized network infrastructure handling accept, recv, send, and disconnect
completions
- Added SocketHelper.cs - platform-specific socket utilities for raw socket handle operations (getpeername,
getsockname)
- Buffer management now handled by RingSocketManager with configurable slab allocation
### Client Encryption Support
- Added full encryption stack in Network/Encryption/:
- EncryptionConfig.cs - configurable encryption modes (None, Unencrypted, Encrypted, Both)
- EncryptionManager.cs - encryption detection and initialization for login/game packets
- LoginEncryption.cs - handles login packet encryption with version-derived keys
- GameEncryption.cs - handles game server encryption using Twofish
- TwofishEngine.cs - optimized Twofish block cipher implementation
- LoginKeys.cs - encryption key table for client versions
- IClientEncryption.cs - interface for client encryption implementations
### NetState Improvements
- Replaced Socket Connection with RingSocket _socket for managed socket lifecycle
- Changed from GCHandle polling to event-based completion processing
- Disconnect handling now properly waits for pending sends to flush
- Simplified connecting socket management using lazy queue removal
### Configuration
- New settings: network.encryptionMode and network.encryptionDebug
- Encryption mode flags: Unencrypted, Encrypted, or Both
### Dependencies
- Replaced PollGroup NuGet package with IORingGroup
- Linux requires liburing-dev / liburing-devel package
### Test plan
- Verify server starts and accepts connections on Linux with io_uring
- Verify server starts and accepts connections on Windows (fallback to IOCP)
- Test unencrypted client connections (ClassicUO with encryption disabled)
- Test encrypted client connections if available
- Verify graceful disconnect flushes pending data
- Confirm CI builds pass on all target platforms
## Summary
- Adds proper Latin1 encoding support, replacing CP1252 usage throughout the codebase
- Adds specialized, optimized string decoding methods with safe string filtering for each encoding type
- Filters invalid Unicode characters (C0/C1 control codes, non-characters) by removal rather than replacement since
the UO client renders nothing for these characters
- Fixes UTF-16 null terminator position handling to correctly advance by 2 bytes
## Changes
TextEncoding.cs
- Added SearchValues-based invalid byte/char detection for efficient filtering
- Added encoding-specific GetString methods: GetStringAscii, GetStringLatin1, GetStringUtf8, GetStringBigUni,
GetStringLittleUni
- Each method supports a safeString parameter for filtering invalid characters
- Little-endian UTF-16 uses direct memory cast for zero-copy decoding on LE systems
- Invalid characters are removed (not replaced with U+FFFD) since the client renders nothing for them
SpanReader.cs
- Added ReadLatin1() and ReadLatin1Safe() methods
- Rewrote encoding-specific read methods to use optimized TextEncoding.GetString* methods
- Fixed UTF-16 null terminator handling: position now correctly advances by byteLength (2) instead of 1
SpanWriter.cs
- Added WriteLatin1 and WriteLatin1Null methods
## Packet Updates
- Updated all packet code to use Latin1 encoding instead of CP1252
- Affected: account packets, equipment packets, menu packets, message packets, mobile packets, player packets, secure
trade packets, vendor packets, gump packets, book packets, mahjong packets
## Filtering Behavior
Invalid characters filtered in safe mode:
```
┌───────────────┬────────────────────────┐
│ Range │ Description │
├───────────────┼────────────────────────┤
│ 0x00-0x1F │ C0 control codes │
├───────────────┼────────────────────────┤
│ 0x7F │ DEL │
├───────────────┼────────────────────────┤
│ 0x80-0x9F │ C1 control codes │
├───────────────┼────────────────────────┤
│ 0xFFFE-0xFFFF │ Unicode non-characters │
└───────────────┴────────────────────────┘
```
Note: Surrogate pairs (0xD800-0xDFFF) are not filtered because proper validation requires context checking for paired
vs unpaired surrogates. The UO client renders nothing for these anyway.
## Test Plan
- All 631 Server.Tests pass
- Verified client rendering behavior using TestUnicodeGump command (pages 1-5)
- Confirmed U+FFFD, unpaired surrogates, and non-characters all render as blank in client
- Verified Latin1 characters (0xA0-0xFF) display correctly
- Verified C1 control codes (0x80-0x9F) are filtered and don't display
### Summary
- Create BitMask256 struct with scalar operations (benchmarks showed AVX2 vectorization provides no benefit for this size)
- Refactor Map.cs to use BitMask256 for full Z range support (-128 to 127)
- Remove SectorSpawnCache struct, use BitMask256 directly in manager
- Update tests to use BitMask256 directly
- Remove unused test assertions for old 64-bit behavior
> [!IMPORTANT]
> **Developer Note**
> THIS IS A BREAKING CHANGE TO THE NEW API GUMP.
> Please give us feedback in [discord ](https://muo.gg/discord) if you have issues, need help, or have ideas for a better API change!
### Summary
* Adds support for size/style to dynamic/static builder.
* Drastically simplifies the dynamic/static builder api for AddHtml.
* Cleans up some legacy gump files.
### Summary
Refactors ScheduledEvent and EventScheduler API to use TimeOnly so recurrence offset is explicit.
API:
```cs
public ScheduledEvent(
DateTime startAfter,
DateTime endOn,
TimeOnly time,
IRecurrencePattern recurrence,
TimeZoneInfo timeZone = null
)
```
Example:
```cs
// Schedule a daily event at 8:00 AM UTC
EventScheduler.DailyAt(
new DateTime(2024, 6, 1, 8, 0, 0, DateTimeKind.Utc),
() => Console.WriteLine("Daily event triggered!")
);
// Schedule a custom recurring event at 3:30 PM UTC every Monday
var recurrence = new WeeklyRecurrencePattern(1, DaysOfWeek.Monday);
EventScheduler.Shared.ScheduleEvent(
DateTime.UtcNow,
new TimeOnly(15, 30),
() => Console.WriteLine("Weekly Monday event!"),
recurrence
);
```
### Summary
* Adds an event scheduler.
* Adds conveniences for hourly, daily, weekly, biweekly, monthly, ordinal monthly, and yearly recurrences
Example:
```cs
var tz = TimeZoneInfo.FindSystemTimeZoneById("America/New_York");
// Specify the time of the day, and the day of the week you want it to occur. Make sure it is translated into Utc.
// The next occurrence will be _after_ the specified date/time.
var scheduledEvent = EventScheduler.WeeklyAt(new DateTime(2025, 04, 26, 17, 00, 00), StartEvent, tz);
void StartEvent()
{
World.Broadcast(0x30, false, "The event has started!");
}
Console.WriteLine("Event starts on {0}", scheduledEvent.NextOccurrence);
```
In this example, on _Saturday, May 3rd, 2025 @ 5pm ET_, the message "The event has started!" will be broadcasted.
### Summary
* Bumps to .NET 9 with updated dependencies
* Comparing a value type against null is no longer allowed
* CI/CD now uses the version specified in global.json
* Serialization generator updated to .NET 9 with bug fixes, fixes to turkish language, and parallelization
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**
### Summary
- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
### Summary
* Added World.NewVirtual for creating virtual serial numbers
* Reserved range 0x7EEEEEEE to 0x7FFFFFFF for virtual serials
* Hair and Facial hair (for mobiles) now use virtual serials instead of FakeSerial() functions
* Consolidated virtual hair to a single `VirtualHairInfo` class.
Corpse hair and facial hair now persists across save/load and hair and facial hair no longer teleport to newest corpse.
### Summary
- Generalizes the On/Off toggle items concept
- Updates the OnOffGump so it is static
- Standardizes OnOff items so they can be used by staff
### Notes
Decided to not fix#1417 because it is not clear that the clilocs or errors are for that purpose. Can't test this on OSI anyways.