using System; using System.Collections.Generic; using Server.Logging; namespace Server.Engines.Pathing.Cache; /// /// Singleton store of per-chunk static walkability data. Chunks correspond to /// Map.SectorSize = 16; key encoding packs (mapId, chunkX, chunkY) into a long. /// Lazily built on first query; invalidated by version-check vs Sector.MultisVersion; /// memory bounded by MaxResidentChunks via probabilistic LRU eviction. /// /// Default-walker scope only. Cells with multi-Z surfaces and queries for non-default /// walkers route to the MovementImpl slow path via the Fallthrough_* hit kinds. /// public sealed class StepCache { private static readonly ILogger logger = LogFactory.GetLogger(typeof(StepCache)); public static StepCache Instance { get; } = new(); private readonly Dictionary _chunks = new(); // Parallel list of keys for O(1) random sampling during eviction. Kept in lockstep // with _chunks: append on Miss_NotBuilt, swap-and-pop on eviction. private readonly List _keysList = new(); // Telemetry counters private long _hits; private long _missesNotBuilt; private long _missesDirtyRebuild; private long _fallthroughMultiZ; private long _fallthroughOffMap; private long _fallthroughSourceZMismatch; private long _evictionsByLruCap; private long _buildsTotal; private StepCache() { } /// Hard cap on resident chunk count. Default 8192. Override for tests / ops. public int MaxResidentChunks { get; set; } = 8192; /// /// Pack (mapId, chunkX, chunkY) into a single long key. /// Layout: [reserved 16][mapId 16][chunkX 16][chunkY 16]. /// internal static long EncodeKey(int mapId, int chunkX, int chunkY) => ((long)(mapId & 0xFFFF) << 32) | ((long)(chunkX & 0xFFFF) << 16) | (long)(chunkY & 0xFFFF); public CacheStats GetStats() => new CacheStats( residentChunks: _chunks.Count, hits: _hits, missesNotBuilt: _missesNotBuilt, missesDirtyRebuild: _missesDirtyRebuild, fallthroughMultiZ: _fallthroughMultiZ, fallthroughOffMap: _fallthroughOffMap, fallthroughSourceZMismatch: _fallthroughSourceZMismatch, evictionsByLruCap: _evictionsByLruCap, buildsTotal: _buildsTotal ); /// /// Drop all cached chunks AND zero every telemetry counter. Used by tests and /// benchmarks that need a known cold-start state. Counter reset is intentional — /// counters are since-last-clear, not since-startup. /// public void Clear() { ClearResidentChunks(); CloseLazyReaders(); } /// /// Drop all resident chunks AND zero counters, but keep lazy readers open. /// Useful in benchmark loops that want to measure "first query after boot" cost /// without paying the lazy-reader reopen overhead each iteration. Same intent as /// minus the file-handle teardown. /// public void ClearResidentChunks() { _chunks.Clear(); _keysList.Clear(); _hits = 0; _missesNotBuilt = 0; _missesDirtyRebuild = 0; _fallthroughMultiZ = 0; _fallthroughOffMap = 0; _fallthroughSourceZMismatch = 0; _evictionsByLruCap = 0; _buildsTotal = 0; } // Per-map open .swb readers, populated by TryOpenLazyReader at startup. Chunks are // fetched on demand from the file when ResolveMissingChunk fires; resident memory // stays bounded by MaxResidentChunks regardless of file size. private readonly Dictionary _lazyReaders = new(); /// /// Combined XxHash3 fingerprint of the running server's TileData flag tables AND /// the per-map .mul / .uop file contents (mapX.mul, staidxX.mul, staticsX.mul). /// Public surface for tooling (benchmark fixtures, bake utilities) that wants to /// detect a stale .swb file without round-tripping through the lazy-open path. /// public static ulong ComputeLiveFingerprint(int mapId) => StepCacheFile.ComputeFingerprint(mapId); /// /// Peek at a .swb file's stored fingerprint field without parsing the rest of the /// header. Returns false on missing file, bad magic, or wrong version. /// public static bool TryReadFingerprintFromFile(string path, out ulong fingerprint) => StepCacheFile.TryReadFingerprint(path, out fingerprint); /// /// Walk every chunk in , populate the resident set, then /// save to . Returns the number of chunks written. /// Designed for offline / fixture use; blocks the calling thread for many seconds /// on a full Trammel walk. /// public int BakeMap(int mapId, string path) { var map = Map.Maps[mapId]; if (map == null || map == Map.Internal) { return 0; } var chunkCols = (map.Width + ChunkSize - 1) / ChunkSize; var chunkRows = (map.Height + ChunkSize - 1) / ChunkSize; for (var cy = 0; cy < chunkRows; cy++) { for (var cx = 0; cx < chunkCols; cx++) { // Any sourceZ works — the chunk is built on first access regardless of // whether the query returns Hit or Fallthrough_SourceZMismatch. TryGetMask(map, cx * ChunkSize, cy * ChunkSize, sourceZ: 0); } } return SaveToFile(path, mapId); } /// /// Persist all resident chunks for to a .swb file. Returns /// the number of chunks written. The file embeds a TileData fingerprint so a stale /// file (built before a client patch) can be detected and rejected at open time. /// public int SaveToFile(string path, int mapId) { var matching = 0; foreach (var key in _keysList) { DecodeKey(key, out var keyMapId, out _, out _); if (keyMapId == mapId) { matching++; } } var enumerator = _keysList.GetEnumerator(); StepCacheFile.Write(path, (uint)mapId, (uint)matching, EmitChunk); enumerator.Dispose(); return matching; bool EmitChunk(out int chunkX, out int chunkY, out StepChunk chunk) { while (enumerator.MoveNext()) { var key = enumerator.Current; DecodeKey(key, out var emittedMapId, out chunkX, out chunkY); if (emittedMapId == mapId) { chunk = _chunks[key]; return true; } } chunkX = chunkY = 0; chunk = null!; return false; } } /// /// Open a .swb file as a lazy backing store for . Reads only /// header + chunk-offset index (~16 bytes per chunk); individual records are fetched /// on demand by . Returns false on missing file, /// magic / version mismatch, or TileData hash mismatch (stale bake). /// public bool TryOpenLazyReader(string path, int mapId) { var reader = StepCacheFile.OpenForLazy(path); if (reader == null) { return false; } if (reader.MapId != (uint)mapId) { logger.Warning( "StepCache: {Path} declares mapId {FileMapId} but caller requested {RequestedMapId}; ignoring", path, reader.MapId, mapId ); reader.Dispose(); return false; } if (_lazyReaders.TryGetValue(mapId, out var existing)) { existing.Dispose(); } _lazyReaders[mapId] = reader; logger.Information( "StepCache: opened {Path} ({ChunkCount} chunks indexed) for map {MapId}", path, reader.IndexedChunkCount, mapId ); return true; } /// /// Number of .swb readers currently open. Mostly for tests / telemetry. /// public int OpenLazyReaderCount => _lazyReaders.Count; /// Test-only diagnostic: does the lazy reader for hold an offset for (chunkX, chunkY)? internal bool LazyReaderHasChunk(int mapId, int chunkX, int chunkY) => _lazyReaders.TryGetValue(mapId, out var r) && r.Has(chunkX, chunkY); /// /// Closes all open lazy readers, releasing their underlying file streams. Called from /// so test cleanup can delete .swb files (they're held with /// FileShare.Read | FileShare.Delete, so this is mostly belt-and-suspenders). /// public void CloseLazyReaders() { foreach (var reader in _lazyReaders.Values) { reader.Dispose(); } _lazyReaders.Clear(); } /// /// Probabilistic LRU sample size — picks SampleSize random resident chunks per /// eviction and evicts the oldest of that sample. Approximates true LRU at a tiny /// fraction of the cost (no full sort). Redis uses the same approach (`maxmemory-samples`). /// 5 yields ~quality-of-true-LRU for cache eviction; higher values trade speed for accuracy. /// private const int LruSampleSize = 5; /// /// If resident chunk count exceeds MaxResidentChunks, evict via probabilistic LRU /// until the count is at or below the cap. Per-eviction cost is O(LruSampleSize), /// independent of resident count — sustained cap pressure has no perpetual perf hit. /// Called from CacheEvictionTimer; also callable directly from tests. /// public void EnforceLruCap() { var overflow = _chunks.Count - MaxResidentChunks; if (overflow <= 0) { return; } while (overflow-- > 0 && _keysList.Count > 0) { var oldestIdx = -1; long oldestTouched = long.MaxValue; long oldestKey = 0; // Sample LruSampleSize random keys; track the oldest by LastTouchedTicks. // With replacement is fine — collisions are rare and don't break correctness. var samples = Math.Min(LruSampleSize, _keysList.Count); for (var s = 0; s < samples; s++) { var idx = Utility.Random(_keysList.Count); var k = _keysList[idx]; var touched = _chunks[k].LastTouchedTicks; if (touched < oldestTouched) { oldestTouched = touched; oldestKey = k; oldestIdx = idx; } } _chunks.Remove(oldestKey); // Swap-and-pop _keysList[oldestIdx] with the tail; O(1) regardless of position. var last = _keysList.Count - 1; if (oldestIdx != last) { _keysList[oldestIdx] = _keysList[last]; } _keysList.RemoveAt(last); _evictionsByLruCap++; } } internal static void DecodeKey(long key, out int mapId, out int chunkX, out int chunkY) { mapId = (int)((key >> 32) & 0xFFFF); chunkX = (int)((key >> 16) & 0xFFFF); chunkY = (int)(key & 0xFFFF); } private const int ChunkSize = 16; /// /// Hot-path query. Returns the cached mask + 8 destination Z values + hit kind. /// Inspect to decide whether to use the result or fall /// back to the slow path. /// public StepMask TryGetMask(Map map, int x, int y, sbyte sourceZ) { if (map == null || map == Map.Internal || x < 0 || y < 0 || x >= map.Width || y >= map.Height) { _fallthroughOffMap++; return new StepMask(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CacheHitKind.Fallthrough_OffMap); } var chunkX = x >> 4; var chunkY = y >> 4; var key = EncodeKey(map.MapID, chunkX, chunkY); var hitKindResult = CacheHitKind.Hit; if (!_chunks.TryGetValue(key, out var chunk)) { chunk = ResolveMissingChunk(map, chunkX, chunkY); _chunks[key] = chunk; _keysList.Add(key); hitKindResult = CacheHitKind.Miss_NotBuilt; } else { var sector = map.GetRealSector(chunkX, chunkY); if (chunk.BuiltMultisVersion != sector.MultisVersion) { chunk = BuildChunk(map, chunkX, chunkY); _chunks[key] = chunk; hitKindResult = CacheHitKind.Miss_DirtyRebuild; // _missesDirtyRebuild++ deferred to the outcome switch below so a // multi-Z fallthrough on a freshly dirty-rebuilt chunk doesn't double-count. } } chunk.LastTouchedTicks = Core.TickCount; var cellIndex = ((y - (chunkY << 4)) << 4) | (x - (chunkX << 4)); if (chunk.IsCellMultiZ(cellIndex)) { // Tier 4: try the per-cell strata. Each stratum is keyed by its bake-time // standing-Z; a query matches when |sourceZ - stratum.zCenter| <= StepHeight. if (TryStratumHit(chunk, cellIndex, sourceZ, hitKindResult, out var stratumResult)) { switch (hitKindResult) { case CacheHitKind.Miss_NotBuilt: { _missesNotBuilt++; break; } case CacheHitKind.Miss_DirtyRebuild: { _missesDirtyRebuild++; break; } case CacheHitKind.Hit: { _hits++; break; } } return stratumResult; } _fallthroughMultiZ++; return new StepMask(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CacheHitKind.Fallthrough_MultiZ); } // Source-Z guard: the cache stores one answer per cell baked at SourceZ. // StepHeight tolerance accepts incremental Z jitter; loosening it breaks parity // because tile reachability shifts at step-height boundaries. if (Math.Abs(sourceZ - chunk.SourceZ[cellIndex]) > StepHeight) { _fallthroughSourceZMismatch++; return new StepMask(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CacheHitKind.Fallthrough_SourceZMismatch); } switch (hitKindResult) { case CacheHitKind.Miss_NotBuilt: { _missesNotBuilt++; break; } case CacheHitKind.Miss_DirtyRebuild: { _missesDirtyRebuild++; break; } case CacheHitKind.Hit: { _hits++; break; } } return new StepMask( chunk.WalkMask[cellIndex], chunk.WetMask[cellIndex], chunk.WalkZN[cellIndex], chunk.WalkZNE[cellIndex], chunk.WalkZE[cellIndex], chunk.WalkZSE[cellIndex], chunk.WalkZS[cellIndex], chunk.WalkZSW[cellIndex], chunk.WalkZW[cellIndex], chunk.WalkZNW[cellIndex], chunk.SwimZN[cellIndex], chunk.SwimZNE[cellIndex], chunk.SwimZE[cellIndex], chunk.SwimZSE[cellIndex], chunk.SwimZS[cellIndex], chunk.SwimZSW[cellIndex], chunk.SwimZW[cellIndex], chunk.SwimZNW[cellIndex], hitKindResult ); } /// /// Chunk-miss resolution: try the lazy file reader for this map first; if there's no /// file or no record at this (chunkX, chunkY), fall back to the runtime baker. The /// file path validates each loaded chunk's MultisVersion against the live sector — a /// stale snapshot triggers a rebuild rather than serving a wrong answer. /// private StepChunk ResolveMissingChunk(Map map, int chunkX, int chunkY) { if (_lazyReaders.TryGetValue(map.MapID, out var reader)) { var loaded = reader.TryReadChunk(chunkX, chunkY); if (loaded != null) { var sector = map.GetRealSector(chunkX, chunkY); if (loaded.BuiltMultisVersion == sector.MultisVersion) { return loaded; } // Snapshot is stale (multis added/removed since the bake). Fall through // to the runtime baker; a future SaveToFile will overwrite the entry. } } return BuildChunk(map, chunkX, chunkY); } private StepChunk BuildChunk(Map map, int chunkX, int chunkY) { var chunk = new StepChunk(); var sector = map.GetRealSector(chunkX, chunkY); chunk.BuiltMultisVersion = sector.MultisVersion; var baseX = chunkX << 4; var baseY = chunkY << 4; // Tier 4 strata accumulator. Lazily allocated when the first multi-Z cell // appears; otherwise the chunk has zero strata overhead. ushort[] strataOffsetByCell = null; System.Collections.Generic.List strataData = null; for (var dy = 0; dy < ChunkSize; dy++) { for (var dx = 0; dx < ChunkSize; dx++) { var x = baseX + dx; var y = baseY + dy; var cell = (dy << 4) | dx; map.GetAverageZ(x, y, out _, out var avgZ, out _); // Bake from the slow path's "standing Z" (the surface Z a creature actually // stands at, not the ground avg). A* tracks newZ as standing Z, so SourceZ // must match for the source-Z guard not to over-fire. var standingZ = (sbyte)StepProbe.ComputeStandingZ(map, x, y, avgZ); var result = StepProbe.ComputeMaskAt(map, x, y, standingZ); chunk.WalkMask[cell] = result.WalkMask; chunk.WetMask[cell] = result.WetMask; chunk.SourceZ[cell] = standingZ; chunk.WalkZN[cell] = result.WalkZ_N; chunk.WalkZNE[cell] = result.WalkZ_NE; chunk.WalkZE[cell] = result.WalkZ_E; chunk.WalkZSE[cell] = result.WalkZ_SE; chunk.WalkZS[cell] = result.WalkZ_S; chunk.WalkZSW[cell] = result.WalkZ_SW; chunk.WalkZW[cell] = result.WalkZ_W; chunk.WalkZNW[cell] = result.WalkZ_NW; chunk.SwimZN[cell] = result.SwimZ_N; chunk.SwimZNE[cell] = result.SwimZ_NE; chunk.SwimZE[cell] = result.SwimZ_E; chunk.SwimZSE[cell] = result.SwimZ_SE; chunk.SwimZS[cell] = result.SwimZ_S; chunk.SwimZSW[cell] = result.SwimZ_SW; chunk.SwimZW[cell] = result.SwimZ_W; chunk.SwimZNW[cell] = result.SwimZ_NW; // Multi-Z handling: if the cell has 2+ reachable surfaces, compute its // Tier 4 strata so future queries can be answered without falling through // to the slow path. ComputeStrataAt returns null for single-Z cells. if (CountReachableSurfaces(map, x, y, standingZ) > 1) { var strata = StepProbe.ComputeStrataAt(map, x, y); if (strata != null) { if (strataOffsetByCell == null) { strataOffsetByCell = new ushort[StepChunk.CellsPerChunk]; for (var i = 0; i < strataOffsetByCell.Length; i++) { strataOffsetByCell[i] = StepChunk.NoStrata; } strataData = new System.Collections.Generic.List(256); } // Cap at 65,535 byte offsets — well above realistic per-chunk // strata volume. If we ever blow past this we'd silently truncate; // assert as a defensive guard. if (strataData.Count > ushort.MaxValue - StepChunk.StratumByteLength * 8) { // Should never happen for sane tile data; bail to fallthrough. } else { strataOffsetByCell[cell] = (ushort)strataData.Count; strataData.Add((byte)strata.Length); for (var s = 0; s < strata.Length; s++) { AppendStratumBytes(strataData, strata[s]); } } } } } } if (strataOffsetByCell != null) { chunk.SetStrata(strataOffsetByCell, strataData.ToArray()); } _buildsTotal++; return chunk; } /// /// Tier 4 strata lookup. Walks the cell's stratum list, returns true with the first /// stratum whose zCenter is within StepHeight of . /// Layout matches : u8 count, then count × 19-byte /// stratum (sbyte zCenter, byte walkMask, byte wetMask, 8 sbyte walkZ, 8 sbyte swimZ). /// private static bool TryStratumHit( StepChunk chunk, int cellIndex, sbyte sourceZ, CacheHitKind hitKind, out StepMask result ) { var off = chunk.GetStrataOffset(cellIndex); if (off == StepChunk.NoStrata) { result = default; return false; } var data = chunk.StrataData; if (off >= data.Length) { result = default; return false; } var count = data[off]; var entryStart = off + 1; for (var i = 0; i < count; i++) { var entryOff = entryStart + i * StepChunk.StratumByteLength; if (entryOff + StepChunk.StratumByteLength > data.Length) { break; } var zCenter = (sbyte)data[entryOff]; if (Math.Abs(sourceZ - zCenter) > StepHeight) { continue; } result = new StepMask( /* walkMask */ data[entryOff + 1], /* wetMask */ data[entryOff + 2], (sbyte)data[entryOff + 3], (sbyte)data[entryOff + 4], (sbyte)data[entryOff + 5], (sbyte)data[entryOff + 6], (sbyte)data[entryOff + 7], (sbyte)data[entryOff + 8], (sbyte)data[entryOff + 9], (sbyte)data[entryOff + 10], (sbyte)data[entryOff + 11], (sbyte)data[entryOff + 12], (sbyte)data[entryOff + 13], (sbyte)data[entryOff + 14], (sbyte)data[entryOff + 15], (sbyte)data[entryOff + 16], (sbyte)data[entryOff + 17], (sbyte)data[entryOff + 18], hitKind ); return true; } result = default; return false; } private static void AppendStratumBytes( System.Collections.Generic.List dst, in StepProbe.ComputedStratum s ) { dst.Add((byte)s.ZCenter); dst.Add(s.Mask.WalkMask); dst.Add(s.Mask.WetMask); dst.Add((byte)s.Mask.WalkZ_N); dst.Add((byte)s.Mask.WalkZ_NE); dst.Add((byte)s.Mask.WalkZ_E); dst.Add((byte)s.Mask.WalkZ_SE); dst.Add((byte)s.Mask.WalkZ_S); dst.Add((byte)s.Mask.WalkZ_SW); dst.Add((byte)s.Mask.WalkZ_W); dst.Add((byte)s.Mask.WalkZ_NW); dst.Add((byte)s.Mask.SwimZ_N); dst.Add((byte)s.Mask.SwimZ_NE); dst.Add((byte)s.Mask.SwimZ_E); dst.Add((byte)s.Mask.SwimZ_SE); dst.Add((byte)s.Mask.SwimZ_S); dst.Add((byte)s.Mask.SwimZ_SW); dst.Add((byte)s.Mask.SwimZ_W); dst.Add((byte)s.Mask.SwimZ_NW); } private const int PersonHeight = 16; private const int StepHeight = 2; /// /// Counts walkable surfaces actually reachable from a creature standing at sourceZ. /// Mirrors .CheckStaticStep so cells flagged multi-Z /// here are exactly those where the baker would have multiple candidate destinations. /// Reachable when: surface and !impassable; stepTop ≥ itemTop; vertical overlap with /// the creature's PersonHeight envelope. /// internal static int CountReachableSurfaces(Map map, int x, int y, sbyte sourceZ) { var startTop = sourceZ + PersonHeight; var stepTop = startTop + StepHeight; var count = 0; foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y)) { var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue]; if (!data.Surface || data.Impassable) { continue; } var itemZ = tile.Z; var itemTop = data.Bridge ? itemZ : itemZ + data.Height; if (stepTop < itemTop) { continue; } if (sourceZ + PersonHeight > itemZ && itemZ + data.Height > sourceZ) { count++; } } // Land surface check — same shape, but use GetAverageZ for the land's effective top. var landTile = map.Tiles.GetLandTile(x, y); var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags; if (!landTile.Ignored && (landFlags & TileFlag.Impassable) == 0) { map.GetAverageZ(x, y, out var landZ, out _, out var landTop); if (stepTop >= landZ && sourceZ + PersonHeight > landZ && landTop > sourceZ) { count++; } } return count; } }