namespace Server.Engines.Pathing.Cache; /// /// Outcome categories for StepCache.TryGetMask. Used for telemetry and to drive /// the slow-path fallthrough decision in callers. Ordering is load-bearing: /// values 0-2 are hits, values 3+ are fallthroughs (see StepMask.IsHit). /// public enum CacheHitKind : byte { Hit = 0, // clean default-walker answer from the resident chunk Miss_NotBuilt = 1, // chunk wasn't resident; built and returned Miss_DirtyRebuild = 2, // version mismatch; rebuilt and returned Fallthrough_MultiZ = 3, // cell has multiple walkable surfaces; caller must use slow path Fallthrough_OffMap = 4, // out of bounds Fallthrough_SourceZMismatch = 5, // |loc.Z - BakedSourceZ| > StepHeight; cache answer would diverge Fallthrough_NotBuilt = 6, // first-touch miss without lazy file hit; build deferred until second touch Fallthrough_Multi = 7, // a multi (house/boat) covers this cell or its halo; use the live path }