ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/Multi/MultiTestSupport.cs
Kamron Batman 1c2e114b21
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.
2026-06-09 08:02:05 -07:00

242 lines
8.6 KiB
C#

using System.Collections.Generic;
using Server;
using Server.Engines.Pathing.Cache;
using Server.Items;
using Xunit;
using CalcMoves = Server.Movement.Movement;
namespace Server.Tests.Pathfinding;
/// <summary>
/// Minimal concrete <see cref="BaseMulti"/> for tests. Walkability depends only on
/// Components (the shared MCL for the multiID) + Location, so this is a faithful stand-in
/// for any fixed-design multi (classic house, camp, boat heading) without the owning
/// house/boat machinery. Never serialized in tests.
/// </summary>
public sealed class TestMulti : BaseMulti
{
public TestMulti(int itemID) : base(itemID)
{
}
}
/// <summary>Default walker body, shared across pathfinding test fixtures.</summary>
public sealed class WalkerStub : Mobile
{
public WalkerStub() => Body = 0xC9;
}
/// <summary>
/// Stand-in for a customizable foundation: Components is a swappable MCL, exactly the
/// runtime-mutation shape HouseFoundation uses (it replaces its MCL wholesale on redesign
/// commit). Lets the test change the footprint and assert the engine reflects it without
/// driving full house placement/customization.
/// </summary>
public sealed class SwappableFoundation : BaseMulti
{
private MultiComponentList _mcl;
public SwappableFoundation(int baseMultiID) : base(baseMultiID) =>
_mcl = MultiData.GetComponents(baseMultiID);
public override MultiComponentList Components => _mcl;
public void Redesign(MultiComponentList replacement) => _mcl = replacement;
}
/// <summary>
/// Shared helpers for placing/probing multis in pathfinding tests.
/// </summary>
public static class MultiTestSupport
{
// A default-walker oracle mobile (CanSwim=false, CantWalk=false) placed in-world so MovementImpl
// state reads are valid. Caller MUST Delete() it (do it in a finally).
public static Mobile GetWalkerOracle(Map map, Point3D loc)
{
var w = new WalkerStub();
w.MoveToWorld(loc, map);
return w;
}
public static bool HasMultiTileAt(BaseMulti multi, int wx, int wy)
{
var mcl = multi.Components;
var lx = wx - multi.X + mcl.Center.X;
var ly = wy - multi.Y + mcl.Center.Y;
if (lx < 0 || ly < 0 || lx >= mcl.Width || ly >= mcl.Height)
{
return false;
}
return mcl.Tiles[lx][ly].Length > 0;
}
/// <summary>
/// Sweeps the multi's footprint + 1-cell halo and asserts the multi mask synthesizer
/// (<see cref="StepProbe.ComputeMultiMaskAt"/>) agrees with the <c>CheckMovement</c> oracle
/// for all 8 directions at every cell, including the exact forward walk-Z on allowed moves.
/// Creates its own walker oracle internally and Delete()s it; the caller owns the multi.
/// </summary>
public static void AssertSynthesizerMatchesCheckMovement(BaseMulti multi, Map map)
{
var loc = new Point3D(multi.X, multi.Y, multi.Z);
var mover = GetWalkerOracle(map, loc);
try
{
var cells = MultiArt.FootprintWithHalo(multi);
Assert.NotEmpty(cells);
var touchedMulti = 0;
var sawWalkable = 0;
var sawBlocked = 0;
foreach (var c in cells)
{
var sourceZ = (sbyte)loc.Z;
var p = new Point3D(c.X, c.Y, sourceZ);
if (HasMultiTileAt(multi, c.X, c.Y))
{
touchedMulti++;
}
var mask = StepProbe.ComputeMultiMaskAt(map, c.X, c.Y, sourceZ);
for (var d = 0; d < 8; d++)
{
var dir = (Direction)d;
var expectWalk = CalcMoves.CheckMovement(mover, map, p, dir, out var expectZ);
// The synthesizer reports the raw forward-cell step per direction and does NOT
// apply diagonal corner-cutting — by design, the caller ANDs the partner cells.
// CheckMovement (the oracle) DOES corner-cut. Replicate the caller's corner-cut
// on the mask so we compare like-for-like. The walker is not a player, so the
// diagonal is blocked only when BOTH orthogonal partner cells are blocked.
var forwardWalk = (mask.WalkMask & (1 << d)) != 0;
var gotWalk = forwardWalk;
var isDiagonal = (d & 0x1) == 0x1;
if (forwardWalk && isDiagonal)
{
var leftBit = (d - 1) & 0x7;
var rightBit = (d + 1) & 0x7;
var leftWalk = (mask.WalkMask & (1 << leftBit)) != 0;
var rightWalk = (mask.WalkMask & (1 << rightBit)) != 0;
if (!leftWalk && !rightWalk)
{
gotWalk = false;
}
}
Assert.Equal(expectWalk, gotWalk);
if (expectWalk)
{
// Z is taken from the forward cell only; corner-cut never alters newZ when
// the move is allowed.
Assert.Equal((sbyte)expectZ, mask.GetWalkZ(dir));
sawWalkable++;
}
else
{
sawBlocked++;
}
}
}
Assert.True(touchedMulti > 0, "sweep touched no multi-covered cells");
Assert.True(sawWalkable > 0, "sweep observed no walkable transitions");
Assert.True(sawBlocked > 0, "sweep observed no blocked transitions");
}
finally
{
mover.Delete();
}
}
}
/// <summary>
/// Helpers that derive expected geometry from a multi's MCL art at runtime, so tests
/// encode no hardcoded cell coordinates and survive art-data changes.
/// </summary>
public static class MultiArt
{
public readonly record struct Cell(int X, int Y);
/// <summary>Every world cell the multi's footprint covers (Tiles stack non-empty).</summary>
public static List<Cell> FootprintCells(BaseMulti multi)
{
var mcl = multi.Components;
var result = new List<Cell>();
for (var lx = 0; lx < mcl.Width; lx++)
{
for (var ly = 0; ly < mcl.Height; ly++)
{
if (mcl.Tiles[lx][ly].Length == 0)
{
continue;
}
result.Add(new Cell(multi.X + mcl.Min.X + lx, multi.Y + mcl.Min.Y + ly));
}
}
return result;
}
/// <summary>Footprint cells plus a 1-cell halo ring (the cells the split also routes to slow path).</summary>
public static HashSet<Cell> FootprintWithHalo(BaseMulti multi)
{
var foot = FootprintCells(multi);
var set = new HashSet<Cell>();
foreach (var c in foot)
{
for (var dx = -1; dx <= 1; dx++)
{
for (var dy = -1; dy <= 1; dy++)
{
set.Add(new Cell(c.X + dx, c.Y + dy));
}
}
}
return set;
}
/// <summary>First world cell whose MCL stack contains an impassable, non-surface (wall) tile, or null.</summary>
public static Cell? FindWallCell(BaseMulti multi)
{
var mcl = multi.Components;
for (var lx = 0; lx < mcl.Width; lx++)
{
for (var ly = 0; ly < mcl.Height; ly++)
{
foreach (var t in mcl.Tiles[lx][ly])
{
var data = TileData.ItemTable[t.ID & TileData.MaxItemValue];
if (data.Impassable && !data.Surface)
{
return new Cell(multi.X + mcl.Min.X + lx, multi.Y + mcl.Min.Y + ly);
}
}
}
}
return null;
}
/// <summary>First world cell whose MCL stack contains a walkable surface (floor) tile, or null.</summary>
public static Cell? FindFloorCell(BaseMulti multi)
{
var mcl = multi.Components;
for (var lx = 0; lx < mcl.Width; lx++)
{
for (var ly = 0; ly < mcl.Height; ly++)
{
foreach (var t in mcl.Tiles[lx][ly])
{
var data = TileData.ItemTable[t.ID & TileData.MaxItemValue];
if (data.Surface && !data.Impassable)
{
return new Cell(multi.X + mcl.Min.X + lx, multi.Y + mcl.Min.Y + ly);
}
}
}
}
return null;
}
}