## 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.
312 lines
14 KiB
C#
312 lines
14 KiB
C#
using System;
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using System.Diagnostics;
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using System.IO;
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using Server.Engines.Pathing.Cache;
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using Server.Logging;
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namespace Server.Engines.Pathing;
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/// <summary>
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/// Admin commands for inspecting and operating the pathfinding step cache.
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/// [PathCacheStats — current resident-chunk count + hit/miss/eviction telemetry.
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/// [PathCacheClear — drop all cached chunks, close lazy readers, zero counters.
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/// [PathBake — walk a whole map building the full static cache, then save it.
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/// [PathCacheSave — persist resident chunks per map to Data/Pathfinding/<mapId>.swb.
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/// [PathCacheLoad — open those files as lazy backing stores. Also runs at startup.
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/// [PathRecord — toggle JSONL telemetry capture for replay / benchmark corpora.
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///
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/// The step cache works WITHOUT any .swb file — chunks build on demand as creatures path.
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/// A baked .swb is an optional optimization that removes first-pathfind-after-boot latency
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/// for shard owners who want it; <see cref="OnPathBake"/> is how you produce one.
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/// </summary>
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public static class PathCacheCommands
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(PathCacheCommands));
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// modernuo.json flag: when true, Initialize() bakes any missing/stale .swb at startup.
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// The first-boot ConfigurePrompts() prompt writes it.
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private const string PrebakeSetting = "pathfinding.prebakeMaps";
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private static string PathFor(int mapId) =>
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Path.Combine(Core.BaseDirectory, "Data", "Pathfinding", $"{mapId}.swb");
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public static void Configure()
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{
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// Resident-chunk cap is shard-tunable. Default 8192 ≈ 40 MB; small shards may
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// want lower, large shards (or full-map bakes) may want higher. Setting is
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// written back to server.cfg on first boot for discoverability.
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StepCache.Instance.MaxResidentChunks = ServerConfiguration.GetOrUpdateSetting(
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"pathfinding.maxResidentChunks",
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8192
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);
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PathfindRecorder.Configure();
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CommandSystem.Register("PathCacheStats", AccessLevel.Administrator, OnPathCacheStats);
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CommandSystem.Register("PathCacheClear", AccessLevel.Administrator, OnPathCacheClear);
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CommandSystem.Register("PathBake", AccessLevel.Administrator, OnPathBake);
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CommandSystem.Register("PathCacheSave", AccessLevel.Administrator, OnPathCacheSave);
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CommandSystem.Register("PathCacheLoad", AccessLevel.Administrator, OnPathCacheLoad);
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CommandSystem.Register("PathRecord", AccessLevel.Administrator, OnPathRecord);
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AutoLoadAtStartup();
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}
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/// <summary>
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/// First-boot prompt, auto-invoked by <c>AssemblyHandler.Invoke("ConfigurePrompts")</c> in
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/// the startup sequence — after assemblies load (so content can prompt) but before Serilog
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/// starts, so the console prompt isn't interleaved with async log output. Offers to pre-bake
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/// the pathfinding <c>.swb</c> cache for the selected maps; the answer persists in
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/// modernuo.json (<see cref="PrebakeSetting"/>), so it's asked exactly once. Skipped when the
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/// setting already exists or when input is redirected (headless/CI) — operators can set the
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/// flag directly. The bake itself happens later in <see cref="Initialize"/>.
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/// </summary>
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public static void ConfigurePrompts()
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{
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if (ServerConfiguration.GetSetting(PrebakeSetting, (string)null) != null || Console.IsInputRedirected)
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{
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return;
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}
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Console.WriteLine();
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Console.WriteLine("Pre-bake the pathfinding cache for your selected maps now?");
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Console.WriteLine(" Bakes each map's .swb so there is zero first-pathfind-after-boot latency.");
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Console.WriteLine(" Takes several minutes and ~tens of MB of disk per facet. You can also do");
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Console.WriteLine(" this later at runtime with [PathBake.");
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Console.Write("Pre-bake now? [y/N] ");
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var answer = Console.ReadLine()?.Trim();
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var prebake = answer?.StartsWith("y", StringComparison.OrdinalIgnoreCase) == true;
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ServerConfiguration.SetSetting(PrebakeSetting, prebake);
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}
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/// <summary>
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/// Auto-invoked by <c>AssemblyHandler.Invoke("Initialize")</c> after the tile matrix and
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/// world are loaded. When <see cref="PrebakeSetting"/> is set, bakes any map whose
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/// <c>.swb</c> is missing or stale, so the first pathfind on each region is already warm. A
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/// fresh cache makes this a no-op, so only first boot — or a client/map update that changes
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/// the fingerprint — pays the cost.
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///
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/// Validity is decided by <see cref="StepCache.HasLazyReader"/>: <see cref="Configure"/> runs
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/// <see cref="AutoLoadAtStartup"/> in the earlier Configure phase, opening (and fingerprint-
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/// validating) a reader for every up-to-date <c>.swb</c>. So a map with an open reader is
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/// already good and we skip it — no need to recompute the fingerprint a second time here.
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/// </summary>
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public static void Initialize()
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{
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if (!ServerConfiguration.GetSetting(PrebakeSetting, false))
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{
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return;
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}
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var baked = 0;
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for (var i = 0; i < Map.Maps.Length; i++)
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{
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var map = Map.Maps[i];
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if (map == null || map == Map.Internal)
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{
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continue;
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}
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if (StepCache.Instance.HasLazyReader(map.MapID))
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{
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continue; // AutoLoadAtStartup already opened a fingerprint-valid .swb for this map
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}
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var path = PathFor(map.MapID);
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logger.Information(
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"PathBake: pre-baking map {MapId} (pathfinding.prebakeMaps) — this can take several minutes...",
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map.MapID
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);
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StepCache.Instance.BakeMap(map.MapID, path);
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StepCache.Instance.ClearResidentChunks();
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baked++;
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}
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if (baked > 0)
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{
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logger.Information("PathBake: pre-bake complete ({Count} map(s) written).", baked);
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AutoLoadAtStartup(); // (re)open the freshly written files as lazy backing stores
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}
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}
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/// <summary>
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/// Open Data/Pathfinding/<mapId>.swb as a lazy backing store for every map.
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/// Reads only the header + chunk-offset index up front (~16 bytes per chunk);
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/// individual chunk records are fetched on demand when the cache asks for them.
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/// RAM stays bounded by MaxResidentChunks regardless of file size.
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/// </summary>
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private static void AutoLoadAtStartup()
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{
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for (var i = 0; i < Map.Maps.Length; i++)
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{
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var map = Map.Maps[i];
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if (map == null || map == Map.Internal)
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{
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continue;
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}
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StepCache.Instance.TryOpenLazyReader(PathFor(map.MapID), map.MapID);
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}
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}
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[Usage("PathCacheStats")]
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[Description("Reports StepCache resident-chunk count and hit/miss/eviction telemetry.")]
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private static void OnPathCacheStats(CommandEventArgs e)
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{
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var stats = StepCache.Instance.GetStats();
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var from = e.Mobile;
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from.SendMessage($"StepCache: {stats.ResidentChunks} chunks resident");
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from.SendMessage($" builds={stats.BuildsTotal} hits={stats.Hits}");
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from.SendMessage($" miss(notBuilt)={stats.MissesNotBuilt} miss(dirty)={stats.MissesDirtyRebuild}");
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from.SendMessage($" fallthru(multiZ)={stats.FallthroughMultiZ} fallthru(offMap)={stats.FallthroughOffMap} fallthru(srcZ)={stats.FallthroughSourceZMismatch}");
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from.SendMessage($" fallthru(multi)={stats.FallthroughMulti} fallthru(notBuilt)={stats.FallthroughNotBuilt}");
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from.SendMessage($" multiLocalHits={stats.MultiLocalHits}");
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from.SendMessage($" evictions(lruCap)={stats.EvictionsByLruCap}");
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}
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[Usage("PathCacheClear")]
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[Description("Drops all StepCache resident chunks and zeros the telemetry counters.")]
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private static void OnPathCacheClear(CommandEventArgs e)
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{
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var residentBefore = StepCache.Instance.GetStats().ResidentChunks;
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StepCache.Instance.Clear();
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e.Mobile.SendMessage($"StepCache cleared: {residentBefore} chunks dropped, counters reset.");
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}
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[Usage("PathBake [mapId]")]
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[Description("Walks every chunk of the given map (or all loaded maps) building the full static step cache, then saves it to Data/Pathfinding/<mapId>.swb so a future boot has zero first-pathfind latency. WARNING: blocks the game loop for several seconds and transiently uses hundreds of MB per map — run during maintenance, not peak hours.")]
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private static void OnPathBake(CommandEventArgs e)
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{
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var from = e.Mobile;
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int? only = e.Arguments.Length > 0 && int.TryParse(e.Arguments[0], out var parsed) ? parsed : null;
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from.SendMessage("PathBake: building the static step cache. The server will pause briefly per map...");
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var totalChunks = 0;
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var totalMaps = 0;
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var sw = Stopwatch.StartNew();
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for (var i = 0; i < Map.Maps.Length; i++)
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{
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var map = Map.Maps[i];
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if (map == null || map == Map.Internal || only.HasValue && map.MapID != only.Value)
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{
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continue;
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}
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// BakeMap walks the whole map (building every chunk) and writes the .swb. The
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// chunks are left resident afterward; drop them so peak memory is bounded to one
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// map at a time and the post-command footprint returns to the LRU cap.
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var written = StepCache.Instance.BakeMap(map.MapID, PathFor(map.MapID));
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StepCache.Instance.ClearResidentChunks();
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if (written > 0)
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{
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totalChunks += written;
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totalMaps++;
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from.SendMessage($" map {map.MapID}: {written} chunks → {PathFor(map.MapID)}");
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}
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}
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sw.Stop();
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if (totalMaps == 0)
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{
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from.SendMessage(only.HasValue ? $"PathBake: map {only.Value} not loaded." : "PathBake: no maps to bake.");
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return;
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}
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// Reopen the freshly written files as lazy backing stores so they're usable now
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// without a restart (resident memory stays bounded by the LRU cap).
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AutoLoadAtStartup();
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from.SendMessage($"PathBake: {totalChunks} chunks across {totalMaps} map(s) in {sw.Elapsed.TotalSeconds:F1}s; lazy readers reopened.");
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}
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[Usage("PathCacheSave")]
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[Description("Persists resident StepCache chunks for every loaded map to Data/Pathfinding/<mapId>.swb.")]
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private static void OnPathCacheSave(CommandEventArgs e)
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{
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var totalChunks = 0;
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var totalMaps = 0;
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for (var i = 0; i < Map.Maps.Length; i++)
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{
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var map = Map.Maps[i];
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if (map == null || map == Map.Internal)
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{
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continue;
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}
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var path = PathFor(map.MapID);
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var written = StepCache.Instance.SaveToFile(path, map.MapID);
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if (written > 0)
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{
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totalChunks += written;
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totalMaps++;
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e.Mobile.SendMessage($" map {map.MapID}: {written} chunks → {path}");
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}
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}
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e.Mobile.SendMessage($"StepCache saved: {totalChunks} chunks across {totalMaps} map(s).");
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}
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[Usage("PathCacheLoad")]
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[Description("Opens Data/Pathfinding/<mapId>.swb as a lazy backing store for every map. Chunks are fetched on demand, so RAM stays bounded by the LRU cap regardless of file size.")]
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private static void OnPathCacheLoad(CommandEventArgs e)
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{
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var openedMaps = 0;
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for (var i = 0; i < Map.Maps.Length; i++)
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{
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var map = Map.Maps[i];
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if (map == null || map == Map.Internal)
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{
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continue;
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}
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if (StepCache.Instance.TryOpenLazyReader(PathFor(map.MapID), map.MapID))
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{
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openedMaps++;
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}
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}
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e.Mobile.SendMessage(
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$"StepCache: opened {openedMaps} map(s) for lazy loading (total readers open: {StepCache.Instance.OpenLazyReaderCount})."
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);
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}
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[Usage("PathRecord [on|off|flush|status]")]
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[Description("Toggles PathfindRecorder. With no arg, reports state. 'on' enables JSONL capture of every Find call; 'off' disables and flushes; 'flush' forces a buffer flush without disabling.")]
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private static void OnPathRecord(CommandEventArgs e)
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{
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var arg = (e.Arguments.Length > 0 ? e.Arguments[0] : "status").ToLowerInvariant();
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var from = e.Mobile;
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switch (arg)
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{
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case "on":
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{
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PathfindRecorder.SetEnabled(true);
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from.SendMessage(PathfindRecorder.Enabled
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? $"PathRecord: ON, writing to {PathfindRecorder.OutputPath}"
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: "PathRecord: enable failed (see server log)");
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break;
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}
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case "off":
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{
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PathfindRecorder.SetEnabled(false);
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from.SendMessage("PathRecord: OFF");
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break;
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}
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case "flush":
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{
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PathfindRecorder.Flush();
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from.SendMessage($"PathRecord: flushed ({PathfindRecorder.RecordsWritten} records this session)");
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break;
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}
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default:
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{
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from.SendMessage(
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$"PathRecord: {(PathfindRecorder.Enabled ? "ON" : "OFF")}, "
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+ $"path={PathfindRecorder.OutputPath}, records={PathfindRecorder.RecordsWritten}"
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);
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break;
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}
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}
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}
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}
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