## Summary Phase #3b (final roadmap item), stacked on #2470. Compacts the index trailer from 20 to 8 bytes/chunk. Trammel: 19.2 MB → 17.9 MB. Roadmap total: 565 MB → 17.9 MB (−96.8%). ## Details - Trailer stores `{ u32 packedKey = (ChunkX << 16) | ChunkY, u32 recordLength }` per chunk, in record write order; the file offset is dropped and reconstructed by cumulative recordLength from HeaderSize. - No record reordering, no varint; fixed-stride, TryReadChunk unchanged. - Also simplifies the accumulated `.swb` code comments across the stack. - Format v8; v7 files rejected and re-baked once. ## Tests v8 multi-chunk round-trip (cumulative offset reconstruction) + the v6/v7 suite; full pathfinding suite green; Release build clean.
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Pathfinding architecture, configuration, and tuning levers
How creatures navigate in ModernUO: the algorithm, the static-walkability cache, the AI integration, the configuration knobs, and what to tell shard owners on different hardware. Written so a future contributor (human or AI) can reason about the system without re-deriving it from the code.
The stack (top to bottom)
BaseAI movement (AIMovement.cs: MoveTo / WalkMobileRange → ApproachTarget)
│ builds/keeps a
▼
PathFollower (Engines/Pathing/PathFollower.cs) — owns a MovementPath, walks it, repaths
│ constructs a
▼
MovementPath (Engines/Pathing/MovementPath.cs) — thin wrapper; calls the algorithm once
│ calls
▼
BitmapAStarAlgorithm.Find (Engines/Pathing/BitmapAStarAlgorithm.cs) — windowed A*
│ per cell expansion asks
▼
StepCache (Engines/Pathing/Cache/) — static per-chunk walkability bitmaps (+ optional .swb)
│ on cache miss / non-default walker, falls through to
▼
MovementImpl.CheckMovement (the per-direction "slow path")
There is one pathfinding algorithm now: BitmapAStarAlgorithm. The old FastAStarAlgorithm
was removed. Its behavior survives as the slow path inside BitmapAStar
(GetSuccessorsSlowPath → CheckMovement), which is what runs on a cache miss or when the
cache is disabled (see Levers). So "no cache" ≈ "old FastAStar", not a missing capability.
AI integration: BaseAI.ApproachTarget
All creature goal-seeking funnels through one primitive (AIMovement.cs). MoveTo (combat
chase, AOS follow) and WalkMobileRange → MoveTowardsOrAwayFrom (pet come/follow, most
combat AIs) both delegate to ApproachTarget(target, run, range).
Per think-tick decision:
- Greedy fast path — if no path is active and the target is in LOS, take one direct step.
It only counts as progress when the move fully succeeds (
MoveResult.Success) and actually gets closer. A blocked step or an auto-turn sidestep (SuccessAutoTurn) that didn't reduce distance does not count — it falls through to the planner. (This is the fix for the old "pace back and forth at a concave obstacle" bug: a sidestep used to be mistaken for progress and discard the path.) - Planner — commit to a persistent
PathFollower(kept across ticks, never discarded by a greedy step) and follow it around the obstacle. - Give-up / idle — a best-distance stall counter (
ApproachGiveUpTicks = 40,AIMovement.cs) idles a creature that can't lower its closest-ever distance to a stationary goal, so it stops shuffling on a genuinely unreachable target. A moving goal (active chase) resets the baseline every tick and never gives up.
Open terrain stays on the greedy fast path and never builds a PathFollower — pathfinding only
engages when greedy movement stalls.
The algorithm: windowed A* with hard limits
BitmapAStarAlgorithm (Find) is a bounded local pathfinder, not a global one. Key
constants:
| Constant | Value | Meaning |
|---|---|---|
AreaSize |
38 | Search is a 38×38 box centered on the midpoint of start+goal. Every path cell must lie within ~19 tiles of that midpoint. |
MaxSearchNodes |
1000 (settable) | Max node expansions per Find before bailing — a per-pathfind CPU bound on the single game thread. |
PlaneCount/PlaneHeight/PlaneOffset |
13 / 20 / 128 | Z handling: 13 planes × 20 height, offset 128 → multi-Z (stairs) representable when it fits the window. |
Consequences (these are by-design limits, not bugs):
- The window is sized by the straight-line start↔goal span, not the route. When start and
goal are close but separated by a big obstacle (around a building, or one floor up via remote
stairs), the real detour can fall outside the 38-box and is unfindable at any budget.
Verified example: pet at
(1443,1568,30)→ owner upstairs(1444,1566,50)Trammel returnsnullat every budget (300→3000). That class needs higher-level handling (waypoints, or pets teleporting to master when they can't path — classic UO behavior), not a bigger A*. MaxSearchNodesonly bounds long / failed searches; successful open paths terminate on goal-found and never approach it. Sizing data (Release, BDN,MaxSearchNodesBenchmarks): open path ~2 µs at every budget; a ~33-step indoor detour needs ≥ ~500 expansions (NULL below); an unreachable search's cost rises then plateaus when it exhausts the window (~1500–1700 nodes). 1000 is near-optimal: above the ~500 needed for indoor detours, below the window-exhaustion ceiling, so a failed search at 1000 costs ~79 µs (Release) and bails before the ~185 µs full-exhaustion cost. Raising it past ~1500 buys nothing.
Internal A* working buffers (_nodes ~18,772 entries, _nodeStates, _path, _successors,
_openQueue) are static singletons reused every call — zero allocation. The only
intentional per-call allocation is the returned Direction[] path (handed off to the
PathFollower and read across ticks until repath/arrival).
The StepCache (static walkability)
StepCache stores, per map chunk, a precomputed bitmap of which of the 8 directions are
walkable from each cell plus the destination Z — so a default walker's cell expansion is one
TryGetMask lookup instead of 8 CheckMovement calls. Cells the cache can't model (multi-Z
fallthroughs, non-default walkers: fliers, non-GM players, swim/door/clip capabilities) fall
through to the slow path for that one cell.
- Warming is on-demand and second-touch gated. A chunk is built when a second distinct pathfind touches it (avoids building chunks a one-off search will never reuse). Until built, touches fall through to the slow path.
- Memory is bounded, not unbounded. Resident chunks are LRU-capped at
pathfinding.maxResidentChunks(default 8192 ≈ ~40 MB). It ramps to the cap and plateaus; it does not grow forever. - Steady-state win: once warm, BitmapAStar is 2–5× faster than the old FastAStar at zero
allocation (BDN
PathfindBenchmarks,LazyWarm/WarmNoFileproviders). - Cold cost: with the cache on but never warm (every search a first-touch), it is ~1.15– 1.25× slower than FastAStar (the per-cell probe overhead without payoff). This is the transient first-pathfind-per-region case, not steady state.
.swb baked files (optional)
[PathBake / [PathCacheSave write a <mapId>.swb per map; [PathCacheLoad (and startup
auto-load) open them as lazy backing stores — only the header + chunk-offset index is read
up front (~16 B/chunk); individual chunks are fetched on demand and remain LRU-capped, so
RAM stays bounded by maxResidentChunks regardless of file size. The only thing a baked
file buys is zero first-pathfind-after-boot latency for a region (chunks reload from file
instead of being rebuilt by the runtime baker).
Disk cost is large — measured, not the stale ~25 MB some older notes claim: Trammel
(1.swb) is ~565 MB. Felucca is comparable; all six facets together are on the order of
~1.5–2 GB. Baking is therefore a heavy, opt-in operation for serious shards with disk to
spare — do not ship .swb files, and do not bake by default. (If that footprint seems
wrong for what it stores, the file format is worth auditing separately — it is far above what
the format's design notes projected.)
Configuration levers
| Lever | Where | Default | Effect |
|---|---|---|---|
pathfinding.enable |
PathFollower.Configure |
true |
Master switch for PathFollower pathfinding. Off → greedy/auto-turn only, no A* at all. |
bitmap_pathfinding_cache feature flag (ContentFeatureFlags.BitmapPathfindingCache, Server.Systems.FeatureFlags) |
FeatureFlagManager |
true |
Off → BitmapAStar routes straight to the slow path with no cache probe and no warming memory. ≈ old FastAStar at ~1×. |
pathfinding.maxResidentChunks |
PathCacheCommands.Configure |
8192 (~40 MB) | LRU cap on resident chunks = the warming-memory ceiling. Lower it (e.g. 512–1024 ≈ 2.5–5 MB) on small shards. |
pathfinding.maxSearchNodes |
PathCacheCommands.Configure → BitmapAStarAlgorithm.MaxSearchNodes |
1000 | A* per-Find node-expansion budget. See limits above; ~1000 is the sweet spot. |
PathFollower RepathDelay |
PathFollower.cs (const) |
2 s | Throttle: a moving goal re-Finds at most ~once per 2 s; a stationary reachable goal is pathed once and reused until arrival. Not a setting (compile-time). |
Default configuration (recommended)
Cache on, warm-on-demand, no .swb. Most shards get the 2–5× steady-state win for
free, with warming memory plateau-capped at ~40 MB. .swb baking stays opt-in for large shards
that care about first-pathfind-after-boot latency and can spend ~1.5–2 GB of disk.
Small / crappy-hardware shards — the spectrum
| Config | Perf | Memory | Disk |
|---|---|---|---|
bitmap_pathfinding_cache = false |
≈1× (old FastAStar) | 0 cache RAM | 0 |
Cache on, maxResidentChunks low (~512) |
~2–5× on hot regions | ~few MB | 0 |
| Cache on, default cap (8192) | 2–5× warm | ~40 MB plateau | 0 |
Cache on + baked .swb |
+ zero first-pathfind-after-boot latency | ~40 MB + index | ~1.5–2 GB |
The key point for RAM-starved boxes: disabling the cache is not a regression — it's the old
FastAStar behavior at ~1× with zero warming memory (the slow path does the same per-cell work,
and with the flag off there's no probe overhead). The CacheOffBenchmarks in the benchmark repo
exists to prove this (ratio ≈ 1.0 vs the vendored FastAStar baseline).
Diagnostics & tooling
[PathCacheStats— resident-chunk count + hit/miss/eviction telemetry. Watchevictions(lruCap)on a live shard to see if the working set exceeds the cap.[PathCacheClear— drop residents + zero counters.[PathBake [mapId]/[PathCacheSave/[PathCacheLoad— produce / persist / lazy-open.swbfiles (see disk cost above).[PathRecord on|off|flush— capture everyFindas JSONL (replay / benchmark corpus).MapDump(ModernUO-Tools/TerrainAnalyzer/, see itsMapDump.md) — offline UO client-file inspector (dump/scan/floorsmodes) for diagnosing whether a route exists and whether it fits the 38-tile window. Read raw geometry, then confirm with a realFindin a test.- Benchmarks (
ModernUO-Benchmarks/Benchmarks/PathfindInGame/, BenchmarkDotNet, Release):PathfindBenchmarks(BitmapAStar vs FastAStar × 4 cache providers × corpus),MaxSearchNodesBenchmarks(budget sweep),CacheOffBenchmarks(flag-off ≈ FastAStar). Use these to validate any change to the defaults above against the recorded corpus.
Testing notes
- Pathfinding tests live in
Projects/UOContent.Tests/Tests/Engines/Pathing/and.../Mobiles/AI/ApproachTargetTests.cs, in theSequential Pathfinding Testscollection (the A* statics are not reentrant). They run against the live TrammelTileMatrix. - Run in Debug or Release — both work since the
PathfindingTestFixturedata-copy was fixed to use a project-relative path (UOContent.Tests.csproj); historically Release threw an NRE becauseData/skills.jsonwasn't copied to the Release bin.
Future work
Cache / bake (deferred follow-ups)
- Background-thread bake. Build chunks off the game thread so even promoted chunks don't
pay the ~700 µs build cost on the main thread. Rule 10 (no
Task.Run/new Thread()in game code) applies — the bake itself is a pure data transform, but the main-thread synchronization on chunk-state transitions (resident map insert, LRU bookkeeping, generation gate) has to be threaded through carefully. Needs its own design; defer. - Long-traverse BDN scenario. A multi-
Findbenchmark simulating ~50 pet repaths across chunk transitions, to exercise the gate under sustained cross-chunk movement. Requires restructuring the bench harness (it's currently oneFindper scenario); the existing corpus +Coldprovider already covers the single-Find gate, so this is lower priority. - Swim
SourceZbake. The corpus sea-serpent scenario shows ~56 B allocation on warm paths because the cache'sSourceZis computed under default-walker rules, so swim creatures fall through to the slow path. Baking swim-aware source Z (or a swim stratum) would let them hit the cache. Independent of the size-reduction work below.
.swb size reduction (the ~565 MB → tens of MB roadmap)
The v2 format stores every 16×16 chunk as a flat ~5,393-byte record, uncompressed, with no uniform-region elision — so Trammel's ~114,688 chunks × 5.4 KB ≈ ~565 MB, and ocean / Green Acres / void cost the same as dense dungeon. Three independent, separately-shippable wins, all of which preserve seekable random reads (compress at chunk/sector granularity, never whole-file) and bounded RAM (only touched chunks materialize, LRU-capped):
- Uniform-chunk elision (biggest ratio, lowest risk). A chunk whose 256 cells share one mask + Z is stored as a few bytes (flag + mask + Z) instead of 5,393. Pairs with a two-level sector index so a uniform super-sector (open ocean) collapses to a single entry — UO's 16-tile sectors nest cleanly inside.
- Predictive (lossless) Z residuals — shipped as format v6. Kills the bulk of the 16
base directional Z arrays in Full chunks. Each array is stored as a masked residual
against the cell's own
SourceZ: predictmask bit ? SourceZ : 0(the mask term matches the baker, which leaves non-walkable directional slots at0), residual= Z − predictvia unchecked two's-complement (byte-exact for all inputs). A new u16ZArrayMaskflags which of the 16 arrays differ from their prediction; an array that matches everywhere (flat terrain — including partial-walkability coastlines with nonzeroSourceZ) is omitted entirely and synthesized frommask + SourceZat read. ReconstructZ = predict + residual→ byte-identical in-memoryStepChunk, so no runtime recompute and no risk of diverging fromMovementImpl. Self-prediction (not a neighbor) keeps chunk independence. The residual subtraction itself saves ~0 bytes (a residual is still 1 byte/cell); the win is the per-array elision, and leaving non-elided arrays in residual form makes #3 a pure codec add (no further transform/format bump). Swim-layer + strata trailers stay absolute, deferred to #3. - Per-chunk block compression + index compaction.
- #3a — per-chunk compression: shipped as format v7. Each record is libdeflate-compressed
independently (random access preserved; the reader inflates one chunk on read into a reused
buffer) behind a
u32 UncompressedLenframe; tiny Uniform records that do not shrink are stored raw (detected as on-disk payload length == UncompressedLen). Codec chosen by full-Trammel spike: libdeflate VeryHigh beat zstd L19/22 (17.4 MB) and tied managed Brotli q11 (16.4 MB) at 16.5 MB of compressed records, with the fastest decompress (1.83 µs/chunk, vs zstd 2.21) — and it is already the repo's packet codec (LibDeflate.Bindings), so no new dependency. zstd's large-window advantage doesn't apply at 256-cell record granularity. Compression runs at bake time only (offline); decompression is one-time per chunk (LRU-cached after). Calibrated: v6 124.7 MB → v7 19.2 MB (−85%); −97% vs the original 565 MB. - #3b — index compaction: shipped as format v8. The v7 file's residual was the
uncompacted index (20 B/chunk × 114 K ≈ 2.3 MB). The trailer now stores only
{ u32 packedKey = (ChunkX << 16) | ChunkY, u32 recordLength }per chunk (8 B), in record write order; the per-chunk file offset is dropped and reconstructed by cumulativerecordLengthfromHeaderSizeat open. No record reordering, no varint — a fixed-stride, low-risk change to the load-bearing index. Calibrated: v7 19.2 MB → v8 17.9 MB. (A varint/implicit-key scheme could shave the index toward ~0.34 MB for another ~0.6 MB, at the cost of variable-stride parsing and record reordering — not worth it on an already −97% file.)
- #3a — per-chunk compression: shipped as format v7. Each record is libdeflate-compressed
independently (random access preserved; the reader inflates one chunk on read into a reused
buffer) behind a
Do first: a uniformity audit over a baked facet (how many chunks are fully uniform / have
all-zero Z residuals?) to size the #1/#2 win before writing any format code. Each technique is a
clean v3 format bump; MinSupportedVersion already silently rejects + overwrites older files.
Validate size and read-latency vs the corpus in the benchmark repo after each.
Measured headroom (Trammel). Two measurements, both 2026-06-06:
- Pre-swim audit (v2 spike, indicative): directional-Z is 95.2% zero-residual for WalkZ,
38.1% for SwimZ vs
SourceZ(→ #2; swim wants its own predictor or leans on #3). The spike's combined size projection double-counted and is superseded by the calibration below. - Calibrated on the real v4/v5 format (
SaveToFile-measured): 114,688 chunks; 62.7% fully uniform (swim-aware → #1 elides these), 8.9% carry a swim layer and 1.8% strata (both stay Full). #1 alone: 592.2 MB → 231.9 MB (−61%), actual on-disk. The residual is ~150 MB of non-uniform land Z-blocks (→ #2 predictive-Z) + ~81 MB of swim-layer trailers (→ #2/#3). Confirms build order #1 → #2 → #3, with #1 the dominant, lowest-risk, no-algorithm-change win (shipped as format v5). - Calibrated v6 (
BakeMap-measured, full Trammel,MaxResidentChunksraised above 114,688): #2 predictive-Z: 231.9 MB → 124.7 MB (−46%, −107 MB; −78% vs the original 565 MB). Of the 42,775 Full chunks (71,913 are Uniform), walk directional-Z arrays elide 47.7% and swim arrays elide 87.6% (per-array, not per-cell — one slope cell keeps a 256-byte array, which is why the per-array rate trails the 95.2% per-cell zero-residual). Remaining v6 bytes are dominated by present walk-residual blocks (~46 MB, mostly ±1..3 + zeros → highly compressible), the per-Full-chunk mask/SourceZ base (~33 MB), and absolute swim-layer trailers (~26 MB) — all prime targets for #3 per-chunk compression. - Calibrated v7 (
BakeMap-measured, full Trammel): #3a per-chunk libdeflate VeryHigh: 124.7 MB → 19.2 MB (−85%); −97% vs the original 565 MB. Codec spike (per-chunk over the 122.4 MB of v6 records): libdeflate VeryHigh 16.5 MB vs Brotli q11 16.4 / zstd L19–22 17.4; decompress 1.83 µs/chunk (libdeflate) vs 2.21 (zstd). The remaining ~2.3 MB is the uncompacted index (→ #3b). - Calibrated v8 (
BakeMap-measured, full Trammel): #3b index compaction (20 → 8 B/chunk): 19.2 MB → 17.9 MB. Roadmap end-to-end: 565 MB → 17.9 MB (−96.8%) across #1 uniform elision (v5) → #2 predictive-Z (v6) → #3a per-chunk libdeflate (v7) → #3b compact index (v8).