9 commits
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4bbc4589e7
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docs(pathing): rewrite the comments across the pathing engine for publication
The pathing and step-cache comments had accumulated as development notes rather
than documentation: internal phase jargon ("Tier 4", "the Phase-2 synthesizer"),
change narration aimed at a reviewer ("which the old ComputeStandingZ anchor
missed", "legacy behavior"), benchmark anecdotes ("benchmarked as near-optimal",
"a ~20 ns lookup"), and multi-paragraph blocks restating what the code says.
Rewritten to keep the rationale a reader cannot derive from the code - why the
source-Z guard cannot be loosened, why multis fall through, why the promotion gate
counts Finds instead of calls, why the fingerprint hashes files rather than the
live tile tables - and to drop the history that got us there.
Also corrects comments that had gone stale:
- CacheEvictionTimer and CacheStats documented a class named
StaticWalkabilityCache, which no longer exists; it is StepCache.
- StepCacheFile's header said "File layout v8" while FormatVersion is 9, and the
body called the current record layout "the v6 layout" throughout. The layout
descriptions are now unversioned, since they describe whatever FormatVersion
currently is.
- StepProbe.ComputeStandingZ claimed StepCache uses it to bake SourceZ. It hasn't
since the baker moved to the clearance-aware ComputeStandableSurfaceZs; only a
parity test calls it now.
Two small code changes came along with the comment work, both behavior-preserving:
_lazyReaders now uses a collection expression like its neighbours, and
TryLoadFromLazyReader collapses to an expression body once its inline comment moved
to the doc comment.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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1c2e114b21
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feat(pathfinding): multi-aware mask synthesizer + warm interior cache for house/boat cells (#2479)
## Problem Houses and boats (multis) were pathed correctly only by **delegation to the slow path**: `StepCache.TryGetMask` returns `Fallthrough_Multi` for any multi-covered cell, and `GetSuccessors` ran `CheckMovement` **8× per cell** (each re-resolving the tile stack via `GetStaticAndMultiTiles`) — a sustained per-step cost near every house/boat. There was also no automated test pinning multi pathfinding. This branch is the full multi-pathfinding effort in phases on one branch. ## Phase 1 — characterization tests (the oracle) Implementation-agnostic invariants: a cache-on≡cache-off whole-path invariant, a per-cell sweep vs `CheckMovement` over footprint+halo (incl. destination Z), hand-verified routing (around walls, demolish-reopens, foundation-redesign-honored), classic-house / foundation / boat fixtures, non-vacuity guards. These gate every later phase byte-for-byte. ## Phase 2 — live single-pass synthesizer `StepProbe.ComputeMultiMaskAt` synthesizes a covered cell's full 8-direction `StepMask` in one pass (the existing surface/step logic over `GetStaticAndMultiTiles` instead of 8× `CheckMovement`). `GetSuccessors` routes `Fallthrough_Multi` cells through it. No new cache, no `.swb` change. **~1.5×**, zero added allocations. ## Phase 3 / 3.1 — warm per-`multiID` interior cache (airtight) `MultiMaskCache` caches each fixed multi's local-frame `StepMask` for **interior** cells (cell + all 8 neighbours covered → terrain-neighbour-free → position-invariant), keyed by `multiID & 0x3FFF`, built lazily from the MCL. Interior cells become ~20 ns lookups. The cache is gated on a **per-instance footprint-clean flag** (`BaseMulti.PathInteriorCacheState`): an instance whose whole footprint terrain is below its floor (`maxTerrain < minFloor`) serves from the cache; a **dirty** instance (terrain intrudes — a contrived/GM placement) **degrades to live-synth, never a wrong mask**. This closes a cross-instance soundness gap (the cached mask depends on neighbour terrain too) found in a holistic review. The gate resets whenever the footprint's world-terrain relationship can change — **location, map, or ItemID** (a boat's heading swaps the MCL). **Boats are cached too.** Their per-`multiID` deck masks are movement-invariant (built once per heading), so a sailing boat never rebuilds them; only the cheap clean-flag rescan repeats per move (and only when pathed near). Narrow existing boats have little interior; wide galleons (`multi.mul`) would gain Castle-class. `HouseFoundation` (per-instance runtime `DesignState`) is the one type that stays on the live path. ## Verification - `UOContent.Tests` **454/454**, `Server.Tests` **708/708**, 0 failures. - The Phase-1 oracle (`MultiPathInvariantTests`, cache-on ≡ cache-off) stays **byte-identical** with the synthesizer + interior cache active. - Tests pin: footprint-cleanliness (clean vs sunk), dirty/cluttered placement degrades to live-synth while still pathing, clean placement serves, and the gate resets on move/ItemID change. ## Performance (modernuo/ModernUO-Benchmarks#8, full-fixture) Houses at **Green Acres** (flat staff region → clean footprints, the legit-placement case): | Route | Slow path | Phase 3.1 (interior cache) | Speedup | |-------|----------:|---------------------------:|--------:| | `around_a` (29 steps) | 238.3 µs | **49.1 µs** | **4.85×** | | `around_b` (29 steps) | 224.3 µs | **49.5 µs** | **4.53×** | ~130 of ~167 multi cells/route serve from the cache (~20 ns) vs 37 live-synth. Per-cell, the slow path's 8× `CheckMovement` grows with multi complexity (GuildHouse ~857 ns → Castle ~1,194 ns), the synthesizer is a flat ~780 ns, and the cache serve is ~20 ns — so big/tall multis (and wide galleons) gain most. Identical allocations throughout. |
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30fec7da26
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fix: Cleans up AI Pathfinding code to make it more portable for custom requirements. (#2474) | ||
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c7aaf33de9
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feat(pathfinding): .swb format v8 compact index (#3b) (#2471)
## Summary Phase #3b (final roadmap item), stacked on #2470. Compacts the index trailer from 20 to 8 bytes/chunk. Trammel: 19.2 MB → 17.9 MB. Roadmap total: 565 MB → 17.9 MB (−96.8%). ## Details - Trailer stores `{ u32 packedKey = (ChunkX << 16) | ChunkY, u32 recordLength }` per chunk, in record write order; the file offset is dropped and reconstructed by cumulative recordLength from HeaderSize. - No record reordering, no varint; fixed-stride, TryReadChunk unchanged. - Also simplifies the accumulated `.swb` code comments across the stack. - Format v8; v7 files rejected and re-baked once. ## Tests v8 multi-chunk round-trip (cumulative offset reconstruction) + the v6/v7 suite; full pathfinding suite green; Release build clean. |
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9a3d88988c
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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. |
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cff9fbda29
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fix(ai): creatures pathfind around concave obstacles instead of oscillating (#2461)
## 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. |
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a8ca82738d
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feat(pathfinding): JSONL recorder + public bake helpers (#2449)
## 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. |
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9066e8fd00
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feat: expand cache to nearly all mobiles + dynamic-obstacle pass (#2447)
## Summary Builds on PR #2446's cache-direct A*. The previous PR conservatively routed players + creatures with capability flags entirely through the slow path. This PR pushes that line: most mobile classes now use the cache, with the right rule set layered on top per-mobile, and the cache fast-path now does the dynamic items / mobiles check that PR #2446 had silently skipped. ## What changed - **Non-GM players** now use the cache. Diagonal corner-cut applies the strict AND-rule (BOTH cardinal partners walkable) by reading the same source-cell mask byte the creature OR-rule reads — both rules are evaluable from one byte. - **Creatures with `CanOpenDoors` / `CanMoveOverObstacles`** now use the cache. Reading `MovementImpl` confirmed those flags only affect dynamic items, never static tiles, so they were over-conservatively excluded before. - **Swim creatures** now use the cache via a capability overlay. `StepProbe` bakes a second rule set (`canSwim=true, cantWalk=true`) producing `WetMask` + `SwimZ_*`. The algorithm composes `effectiveMask = (walkMask & !cantWalk) | (wetMask & canSwim)` per direction; walk Z preferred when both apply. - **Dynamic-obstacle pass.** Cache fast-path now mirrors `MovementImpl`'s per-cell items + mobiles collision check (`GetItemsAt` / `GetMobilesAt` at the target cell, with `CanOpenDoors` / `CanMoveOverObstacles` / spell-field overrides). This closes a correctness gap from PR #2446 — the cache fast-path was silently skipping dynamic obstacles entirely. - **`StepCache.TryGetMask` returns `StepMask` struct** instead of 11 out parameters. `HitKind` rolls into the struct with an `IsHit` accessor. Sets up wet/swim without ballooning the call site. - **`StepChunk.MultiZCells` is lazy-init.** Most chunks are entirely single-Z; allocating the 32-byte bitmap up-front wasted ~256KB at full cap. - **Admin commands.** `[PathCacheStats` (resident chunks + hit/miss/eviction counters) and `[PathCacheClear` (drop everything, zero counters). - **Feature flag.** `bitmap_pathfinding_cache` (default true) gates the cache fast-path. Flipped off, every cell expansion routes to `MovementImpl` — equivalent to PR #2446's slow-path-only behavior. Safety net for shipping the new behavior. `RequiresSlowPath` shrinks to just `CanFly` — flying creatures Z-jump arbitrarily, which the cache's static-Z model can't accommodate. |
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6a3804addc
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feat: Replace FastAStarAlgorithm with BitmapAStarAlgorithm (#2446)
## Summary Replaces `FastAStarAlgorithm` with `BitmapAStarAlgorithm`: one cache lookup per cell expansion (8-direction mask + per-direction destination Z) instead of 8 separate `MovementImpl.CheckMovement` calls. Adds the supporting cache infrastructure to back it. Public API unchanged — `MovementPath` / `Mobile.Move` / `CalcMoves.Find` return the same shapes; the algorithm swap is internal. ## What's in this PR - **`BitmapAStarAlgorithm`** — A* that issues one `StepCache.TryGetMask` call per cell expansion. Inline fallthrough to the per-cell slow path for multi-Z, off-map, source-Z mismatch, and non-default walkers. - **`StepCache`** — singleton chunk store keyed by `(mapId, chunkX, chunkY)`. Lazily built on first query, invalidated by `Sector.MultisVersion` mismatch, memory-bounded by sampled probabilistic LRU. - **`StepProbe`** — computes static-only walkability for a single cell, mirroring `MovementImpl.Check` minus the item / mobile collision phases. - **`StepMask` / `StepChunk`** — value / storage types for the per-cell results. - **`CacheEvictionTimer`** — periodic cap backstop (60s interval; early-returns when not over cap). - **`Map.Sector.MultisVersion`** promoted to `public` so the cache can detect dynamic-static invalidations cheaply. ## Eviction strategy Sampled probabilistic LRU (Redis-style). Per eviction, sample 5 random keys from a parallel `List<long>` kept in lockstep with the chunk dictionary; evict the oldest of the sample via swap-and-pop. O(1) per eviction regardless of resident count, so sustained cap pressure has no perpetual perf hit. ## Capability handling (interim) Non-default walkers (non-GM players, creatures with `CanSwim` / `CanFly` / `CanOpenDoors` / `CanMoveOverObstacles`) route entirely through the per-cell slow path via `BitmapAStarAlgorithm.GetSuccessorsSlowPath`. The 2-pass design (cache + capability overlay + dynamic-obstacle pass) lands in the follow-up PR. |
Renamed from Projects/UOContent/Engines/Pathing/FastAStarAlgorithm.cs (Browse further)