namespace Server.Engines.Pathing.Cache; /// /// Outcome of . Drives both telemetry and the caller's /// decision to fall back to the slow path. Ordering is load-bearing: 0-2 are usable answers, /// 3+ are fallthroughs, and tests that boundary. /// public enum CacheHitKind : byte { Hit = 0, // served from the resident chunk Miss_NotBuilt = 1, // chunk wasn't resident; built and returned Miss_DirtyRebuild = 2, // chunk was stale; rebuilt and returned Fallthrough_MultiZ = 3, // stacked walkable surfaces, none matching the query Z Fallthrough_OffMap = 4, // out of bounds Fallthrough_SourceZMismatch = 5, // |query Z - baked SourceZ| > StepHeight; a cached answer would diverge Fallthrough_NotBuilt = 6, // first touch of an unbuilt chunk; the promotion gate defers the build Fallthrough_Multi = 7, // a multi (house/boat) covers this cell or its halo }