## Summary Builds on PR #2446's cache-direct A*. The previous PR conservatively routed players + creatures with capability flags entirely through the slow path. This PR pushes that line: most mobile classes now use the cache, with the right rule set layered on top per-mobile, and the cache fast-path now does the dynamic items / mobiles check that PR #2446 had silently skipped. ## What changed - **Non-GM players** now use the cache. Diagonal corner-cut applies the strict AND-rule (BOTH cardinal partners walkable) by reading the same source-cell mask byte the creature OR-rule reads — both rules are evaluable from one byte. - **Creatures with `CanOpenDoors` / `CanMoveOverObstacles`** now use the cache. Reading `MovementImpl` confirmed those flags only affect dynamic items, never static tiles, so they were over-conservatively excluded before. - **Swim creatures** now use the cache via a capability overlay. `StepProbe` bakes a second rule set (`canSwim=true, cantWalk=true`) producing `WetMask` + `SwimZ_*`. The algorithm composes `effectiveMask = (walkMask & !cantWalk) | (wetMask & canSwim)` per direction; walk Z preferred when both apply. - **Dynamic-obstacle pass.** Cache fast-path now mirrors `MovementImpl`'s per-cell items + mobiles collision check (`GetItemsAt` / `GetMobilesAt` at the target cell, with `CanOpenDoors` / `CanMoveOverObstacles` / spell-field overrides). This closes a correctness gap from PR #2446 — the cache fast-path was silently skipping dynamic obstacles entirely. - **`StepCache.TryGetMask` returns `StepMask` struct** instead of 11 out parameters. `HitKind` rolls into the struct with an `IsHit` accessor. Sets up wet/swim without ballooning the call site. - **`StepChunk.MultiZCells` is lazy-init.** Most chunks are entirely single-Z; allocating the 32-byte bitmap up-front wasted ~256KB at full cap. - **Admin commands.** `[PathCacheStats` (resident chunks + hit/miss/eviction counters) and `[PathCacheClear` (drop everything, zero counters). - **Feature flag.** `bitmap_pathfinding_cache` (default true) gates the cache fast-path. Flipped off, every cell expansion routes to `MovementImpl` — equivalent to PR #2446's slow-path-only behavior. Safety net for shipping the new behavior. `RequiresSlowPath` shrinks to just `CanFly` — flying creatures Z-jump arbitrarily, which the cache's static-Z model can't accommodate.
126 lines
4.2 KiB
C#
126 lines
4.2 KiB
C#
using Server.Engines.Pathing.Cache;
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using Xunit;
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using Xunit.Abstractions;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class StaticWalkabilityParityTests
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{
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private readonly ITestOutputHelper _output;
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public StaticWalkabilityParityTests(ITestOutputHelper output)
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{
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_output = output;
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}
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[Theory]
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[InlineData("britain_inn_dense", 1480, 1610, 32)]
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[InlineData("trammel_open_plain", 1500, 1600, 32)]
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public void BakerMatchesCheckMovement(string label, int xStart, int yStart, int size)
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var stub = new ParityStubMobile();
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stub.MoveToWorld(new Point3D(xStart, yStart, 0), map);
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var disagreements = 0;
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var samples = 0;
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var oldWalkable = 0;
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var newWalkable = 0;
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for (var x = xStart; x < xStart + size; x++)
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{
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for (var y = yStart; y < yStart + size; y++)
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{
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map.GetAverageZ(x, y, out _, out var avgZ, out _);
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var sourceZ = (sbyte)avgZ;
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var loc = new Point3D(x, y, sourceZ);
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var bakerResult = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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for (var d = 0; d < 8; d++)
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{
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var dir = (Direction)d;
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samples++;
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var oldOk = Movement.Movement.CheckMovement(stub, map, loc, dir, out var oldZ);
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// Apply creature diagonal corner-cut rule at query time:
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// diagonal walkable iff raw-diagonal AND (left-partner OR right-partner).
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// (Raw masks are correct per spec; baker omits diagonal logic per design.)
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var newOk = bakerResult.IsWalkable(dir);
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if (newOk && ((d & 1) == 1))
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{
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var leftPartner = (Direction)((d - 1) & 7);
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var rightPartner = (Direction)((d + 1) & 7);
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if (!bakerResult.IsWalkable(leftPartner) && !bakerResult.IsWalkable(rightPartner))
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{
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newOk = false;
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}
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}
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var newZ = bakerResult.GetWalkZ(dir);
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if (oldOk)
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{
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oldWalkable++;
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}
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if (newOk)
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{
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newWalkable++;
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}
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if (oldOk != newOk)
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{
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disagreements++;
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_output.WriteLine(
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$"DISAGREE walkable @ ({x},{y},{sourceZ}) dir={dir}: " +
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$"old={oldOk} new={newOk}"
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);
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}
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else if (oldOk && oldZ != newZ)
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{
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disagreements++;
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_output.WriteLine(
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$"DISAGREE destZ @ ({x},{y},{sourceZ}) dir={dir}: " +
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$"old={oldZ} new={newZ}"
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);
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}
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}
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}
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}
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stub.Delete();
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_output.WriteLine(
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$"[{label}] Samples: {samples}, Disagreements: {disagreements}, " +
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$"OldWalkable: {oldWalkable}, NewWalkable: {newWalkable}"
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);
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// Non-vacuity guard for the variety case: at least one region must show some
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// blocked directions. The open_plain region is allowed to be all-walkable.
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if (label == "britain_inn_dense")
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{
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Assert.NotEqual(0, oldWalkable);
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Assert.NotEqual(samples, oldWalkable);
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}
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Assert.Equal(0, disagreements);
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}
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/// <summary>
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/// Minimal Mobile stub for parity testing. Inherits directly from Mobile so that
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/// MovementImpl sees no BaseCreature-specific flags (CanSwim=false, CanFly=false,
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/// bc==null → BaseCreature branches skipped) giving us the default static walker baseline.
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/// </summary>
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private class ParityStubMobile : Mobile
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{
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public ParityStubMobile()
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{
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Body = 0xC9; // arbitrary horse body
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}
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}
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}
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