ModernUO/Projects/UOContent/Engines/Pathing/MovementPath.cs
Kamron Batman 313fe4bdb0
fix(pathfinding): stop opening every .swb twice at boot
MovementPath.Configure() explicitly called PathCacheCommands.Configure()
and CacheEvictionTimer.Configure(). Both are types with a public static
parameterless Configure(), so AssemblyHandler.Invoke("Configure") already
discovered and called them once each. PathCacheCommands.Configure() ran
twice, and with it AutoLoadAtStartup(), so every map's .swb was opened,
indexed and logged twice. PathCacheCommands.Configure() called
PathfindRecorder.Configure() the same way.

Consolidate the cache lifecycle into Initialize:

- Configure() keeps only settings and command registration.
- Initialize() opens the readers once, then prebakes only maps that still
  lack one.
- The post-bake reopen is per-map instead of a blanket AutoLoadAtStartup(),
  which on a partial bake would close and reopen the readers already open.

Initialize is the correct phase: Configure runs before LoadTileMatrix() and
World.Load(), so opening a .swb there forced the lazy Map.Tiles property and
built every TileMatrix ahead of the loader that owns it, possibly before
TileMatrix.Configure() settled Pre6000ClientSupport. Both sit at the default
call priority and the phase sort is unstable. Moving pathfinding out leaves
nothing in Configure that touches Map.Tiles.

Also demote the per-map "opened ... chunks indexed" line to Debug. Opening
is the expected case; BakeMap already logs a rebuild at Information.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 12:58:17 -07:00

118 lines
2.9 KiB
C#

using System;
using System.Diagnostics;
using Server.Engines.Pathing;
using Server.Engines.Pathing.Cache;
using Server.Items;
using Server.PathAlgorithms;
using Server.Spells;
using Server.Targeting;
namespace Server;
public sealed class MovementPath
{
public MovementPath(Mobile m, Point3D goal)
{
var start = m.Location;
var map = m.Map;
Map = map;
Start = start;
Goal = goal;
if (map == null || map == Map.Internal)
{
return;
}
if (Utility.InRange(start, goal, 1))
{
return;
}
try
{
var alg = OverrideAlgorithm ?? BitmapAStarAlgorithm.Instance;
if (alg?.CheckCondition(m, map, start, goal) == true)
{
Directions = alg.Find(m, map, start, goal);
}
}
catch (Exception e)
{
Console.WriteLine("Warning: {0}: Pathing error from {1} to {2}", e.GetType().Name, start, goal);
}
}
public Map Map { get; }
public Point3D Start { get; }
public Point3D Goal { get; }
public Direction[] Directions { get; }
public bool Success => Directions?.Length > 0;
public static PathAlgorithm OverrideAlgorithm { get; set; }
public static void Configure()
{
CommandSystem.Register("Path", AccessLevel.GameMaster, Path_OnCommand);
}
[Usage("Path")]
[Description("Draws a path from your current location to a targeted location.")]
public static void Path_OnCommand(CommandEventArgs e)
{
e.Mobile.BeginTarget(-1, true, TargetFlags.None, Path_OnTarget);
e.Mobile.SendMessage("Target a location and a path will be drawn there.");
}
private static void Path(Mobile from, IPoint3D p, PathAlgorithm alg, string name, int zOffset)
{
OverrideAlgorithm = alg;
var watch = new Stopwatch();
watch.Start();
var path = new MovementPath(from, new Point3D(p));
watch.Stop();
if (!path.Success)
{
from.SendMessage($"{name} path failed: {watch.ElapsedMilliseconds}ms");
}
else
{
from.SendMessage($"{name} path success: {watch.ElapsedMilliseconds}ms");
var x = from.X;
var y = from.Y;
var z = from.Z;
WayPoint waypoint = null;
for (var i = 0; i < path.Directions.Length; ++i)
{
Movement.Movement.Offset(path.Directions[i], ref x, ref y);
waypoint = new WayPoint(waypoint);
waypoint.MoveToWorld(new Point3D(x, y, z + zOffset), from.Map);
}
}
}
public static void Path_OnTarget(Mobile from, object targeted)
{
if (targeted is not IPoint3D p)
{
return;
}
SpellHelper.GetSurfaceTop(ref p);
Path(from, p, BitmapAStarAlgorithm.Instance, "Bitmap", 0);
OverrideAlgorithm = null;
}
}