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() { _chunks.Clear(); _keysList.Clear(); _hits = 0; _missesNotBuilt = 0; _missesDirtyRebuild = 0; _fallthroughMultiZ = 0; _fallthroughOffMap = 0; _fallthroughSourceZMismatch = 0; _evictionsByLruCap = 0; _buildsTotal = 0; } /// /// 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)) { _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: build the chunk via the runtime baker. /// private StepChunk ResolveMissingChunk(Map map, int chunkX, int chunkY) => 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; 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 = ≥2 surfaces reachable from standingZ. Mirrors the baker's // CheckStaticStep filter so we don't over-mark. if (CountReachableSurfaces(map, x, y, standingZ) > 1) { chunk.MarkCellMultiZ(cell); } } } _buildsTotal++; return chunk; } 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; } }