## Summary Closes the Cold-cache regression flagged in PR #2450. `StepCache.TryGetMask` no longer eagerly runs `BuildChunk` on the first miss for a chunk that isn't in a `.swb` lazy reader. Instead it returns `Fallthrough_NotBuilt` and the caller (`BitmapAStarAlgorithm`) takes the per-cell slow path. The chunk is only promoted to the bitmap fast path after the **second** miss within a 30-second window, filtering single-touch pass-throughs. This makes BitmapAStar's worst-case (cold cache + short hops) collapse from **12–47× slower** than FastAStar to **roughly the same**, which is the floor the slow path can deliver. Steady-state warm performance (the actual deliverable) is unchanged from PR-5 — it was always the cache fast path. ## The pet-follow scenario this fixes A mounted player at ~4 tiles/sec with a pet/hireable following will trigger an NPC pathfind every 100–300 ms. Each pathfind is 1–6 tiles. As the player crosses chunk boundaries (~4 sec/chunk), the pet's first pathfind in the new chunk under the previous behavior triggered a full ~700 µs `BuildChunk` for a chunk the player would leave shortly after. At 50–100 mobiles per shard, this exceeded the 8 ms tick budget. PR-5 BDN data showed scenarios 6–9 (2–8 tile NPC perception) at 2,300–3,700 µs Cold vs FastAStar's 80–200 µs. Under the new gate: - First miss → `Fallthrough_NotBuilt` → caller uses slow path (~30–50 µs short path). No `BuildChunk`. No allocation. - Player keeps moving → chunk never gets a second touch within window → never promoted, no rot. - NPC patrolling a fixed territory → repeatedly hits the same chunks → second touch within window → promote → cache fast path on subsequent calls. ## What changed - **`CacheHitKind.Fallthrough_NotBuilt = 6`** + **`CacheStats.FallthroughNotBuilt`** counter. `IsHit=false`, so the caller routes to slow path. - **`StepCache._chunkMissTracker`** — `Dictionary<long, ChunkMissState>` capped at 4096 entries. State is `(byte missCount, uint lastMissTickStamp)` keyed by chunk key. Window-expired entries reset count to 1; capacity overflow prunes window-old entries first. - **`StepCache.MissPromotionThreshold`** (default `2`) and **`StepCache.MissPromotionWindowMs`** (default `30_000`) — tunable, can be wired through `ServerConfiguration` if shards want different policy. Setting threshold to `1` restores legacy eager-build behavior (used by tests that prime chunks via single `TryGetMask` call). - **`StepCache.TryGetMask` miss branch** — try lazy reader first (file-loaded chunks bypass the tracker entirely; an `.swb` represents an explicit prior decision to keep the chunk warm). Otherwise consult the tracker. - **`BitmapAStarAlgorithm.GetSuccessorsSlowPath`** now layers `IsBlockedByDynamic` on top of `CalcMoves.CheckMovement`. Previously the slow path only ran for `CanFly` creatures and rare cache fallthroughs — `CheckMovement` doesn't iterate same-cell mobiles, so the bitmap fast path's `IsBlockedByDynamic` was the only mobile-blocking check. Now first-touch pathfinds run through the slow path, so the gap had to close. ## Tests 50 pathfinding tests pass (was 47). New / updated: - **`TryGetMask_FirstTouchOnUnbuiltChunk_DefersBuildAndReturnsFallthrough`** — single TryGetMask call returns `Fallthrough_NotBuilt`, no chunk built, no allocation. - **`TryGetMask_SecondTouchWithinWindow_PromotesAndBuilds`** — second call inside the 30s window builds + serves. - **`TryGetMask_SecondTouchAfterWindow_RestartsCounterAndDefers`** — second call outside the window restarts the count, returns Fallthrough again. - **`TryGetMask_DistinctChunks_TrackedIndependently`** — counters are per-chunk; one touch on each of two adjacent chunks both stay in fallthrough. - **`LazyReaderHit_BypassesMissTrackerOnFirstTouch`** — open `.swb` + first touch hits without consulting the tracker. Production with `.swb` loaded skips the gate entirely. - **`MultisVersion_Bump_TriggersDirtyRebuild`** — updated to reflect the new 3-step flow (Fallthrough → Miss_NotBuilt → Miss_DirtyRebuild). - Tests that prime chunks via a single `TryGetMask` call (multi-Z, Tier4, lifecycle, parity, BitmapAStar uses-cache) set `MissPromotionThreshold = 1` to opt into eager behavior. ## Expected BDN impact The Cold column from PR-5's BDN should change as follows once the bench's submodule pointer is updated to this branch: | # | Scenario | Cold (PR-5) | Cold (PR-6 expected) | FastAStar Cold | |--:|-----------------|-------------:|---------------------:|---------------:| | 2 | sewer corridor | 1,627 µs | ~36 µs | 36 µs | | 4 | causeway | 1,533 µs | ~39 µs | 39 µs | | 6 | pet 2-tile | 2,364 µs | ~80 µs | 81 µs | | 8 | npc 5-tile | 3,708 µs | ~140 µs | 141 µs | | 9 | npc 8-tile | 2,386 µs | ~200 µs | 197 µs | WarmNoFile and LazyWarm rows should be unchanged — they were always cache-warm. The miss tracker only fires when neither resident chunks nor the lazy reader can satisfy the request. ## Future work (not in this PR) - **Background-thread bake**: builds outside the game thread so even promoted chunks don't pay the 700 µs build cost on the main thread. Rule 10 (no Task.Run) applies, so this needs careful design — the bake is a pure data transform but main-thread synchronization on chunk-state transitions has to be threaded through. Defer to a follow-up. - **Long-traverse BDN scenario**: a multi-Find benchmark simulating 50 pet repaths across chunk transitions. Requires restructuring the bench harness; the existing 10-scenario corpus + Cold provider already exercises the gate. - **Swim sourceZ bake**: scenario 5 (sea serpent) shows 56 B alloc on warm paths because the cache's SourceZ is computed under default-walker rules. Swim creatures fall through to slow path. Independent of this PR.
177 lines
7.8 KiB
C#
177 lines
7.8 KiB
C#
using System;
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namespace Server.Engines.Pathing.Cache;
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/// <summary>
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/// Per-chunk storage backing StepCache. Holds raw walk + swim masks and destination Z
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/// values for each of 256 cells in a 16x16 chunk, plus build-time metadata (multis
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/// version, multi-Z strata) and LRU bookkeeping.
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/// </summary>
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internal sealed class StepChunk
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{
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public const int CellsPerChunk = 256; // 16 x 16
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/// <summary>Bit i of WalkMask[c] = "default walker can step from cell c to neighbor (Direction)i". Raw — no diagonal corner-cut applied here.</summary>
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public readonly byte[] WalkMask = new byte[CellsPerChunk];
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/// <summary>Bit i of WetMask[c] = "swim-only mob can step from cell c to neighbor (Direction)i". Layered with WalkMask via canSwim/cantWalk capability flags.</summary>
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public readonly byte[] WetMask = new byte[CellsPerChunk];
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public readonly sbyte[] SourceZ = new sbyte[CellsPerChunk];
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public readonly sbyte[] WalkZN = new sbyte[CellsPerChunk];
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public readonly sbyte[] WalkZNE = new sbyte[CellsPerChunk];
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public readonly sbyte[] WalkZE = new sbyte[CellsPerChunk];
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public readonly sbyte[] WalkZSE = new sbyte[CellsPerChunk];
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public readonly sbyte[] WalkZS = new sbyte[CellsPerChunk];
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public readonly sbyte[] WalkZSW = new sbyte[CellsPerChunk];
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public readonly sbyte[] WalkZW = new sbyte[CellsPerChunk];
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public readonly sbyte[] WalkZNW = new sbyte[CellsPerChunk];
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public readonly sbyte[] SwimZN = new sbyte[CellsPerChunk];
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public readonly sbyte[] SwimZNE = new sbyte[CellsPerChunk];
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public readonly sbyte[] SwimZE = new sbyte[CellsPerChunk];
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public readonly sbyte[] SwimZSE = new sbyte[CellsPerChunk];
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public readonly sbyte[] SwimZS = new sbyte[CellsPerChunk];
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public readonly sbyte[] SwimZSW = new sbyte[CellsPerChunk];
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public readonly sbyte[] SwimZW = new sbyte[CellsPerChunk];
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public readonly sbyte[] SwimZNW = new sbyte[CellsPerChunk];
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/// <summary>
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/// Swim layer — populated only for chunks containing at least one shore cell (a cell
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/// with both a walkable land surface and a water surface separated by > StepHeight).
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/// On shore cells, queries from the swim source Z miss the primary source-Z guard;
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/// the swim layer carries the correct wetMask + per-direction destination Zs computed
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/// from the water surface's perspective. For non-shore cells in a chunk that has the
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/// layer, <see cref="SwimSourceZ"/>[cell] = <see cref="NoSwimLayerCell"/> sentinel.
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/// All swim-layer arrays are null on chunks with no shore cells (~90% of map chunks
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/// on Trammel) — zero memory cost on the common case.
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/// </summary>
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public const sbyte NoSwimLayerCell = sbyte.MinValue;
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private sbyte[] _swimSourceZ;
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private byte[] _swimMask;
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private sbyte[] _swimZN_extra;
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private sbyte[] _swimZNE_extra;
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private sbyte[] _swimZE_extra;
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private sbyte[] _swimZSE_extra;
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private sbyte[] _swimZS_extra;
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private sbyte[] _swimZSW_extra;
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private sbyte[] _swimZW_extra;
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private sbyte[] _swimZNW_extra;
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/// <summary>True when this chunk has at least one shore cell with a populated swim layer.</summary>
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public bool HasSwimLayer => _swimSourceZ != null;
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/// <summary>Per-cell water-surface standing Z (or <see cref="NoSwimLayerCell"/>). Null when chunk has no swim layer.</summary>
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public sbyte[] SwimSourceZ => _swimSourceZ;
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/// <summary>Per-cell swim mask computed at <see cref="SwimSourceZ"/>. Null when chunk has no swim layer.</summary>
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public byte[] SwimMask => _swimMask;
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public sbyte[] SwimZN_Layer => _swimZN_extra;
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public sbyte[] SwimZNE_Layer => _swimZNE_extra;
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public sbyte[] SwimZE_Layer => _swimZE_extra;
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public sbyte[] SwimZSE_Layer => _swimZSE_extra;
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public sbyte[] SwimZS_Layer => _swimZS_extra;
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public sbyte[] SwimZSW_Layer => _swimZSW_extra;
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public sbyte[] SwimZW_Layer => _swimZW_extra;
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public sbyte[] SwimZNW_Layer => _swimZNW_extra;
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/// <summary>
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/// Lazily allocates the swim-layer arrays and seeds <see cref="SwimSourceZ"/> with
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/// the <see cref="NoSwimLayerCell"/> sentinel. Called at bake time the first time a
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/// shore cell is detected in this chunk.
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/// </summary>
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internal void AllocateSwimLayer()
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{
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if (_swimSourceZ != null)
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{
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return;
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}
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_swimSourceZ = new sbyte[CellsPerChunk];
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_swimMask = new byte[CellsPerChunk];
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_swimZN_extra = new sbyte[CellsPerChunk];
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_swimZNE_extra = new sbyte[CellsPerChunk];
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_swimZE_extra = new sbyte[CellsPerChunk];
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_swimZSE_extra = new sbyte[CellsPerChunk];
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_swimZS_extra = new sbyte[CellsPerChunk];
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_swimZSW_extra = new sbyte[CellsPerChunk];
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_swimZW_extra = new sbyte[CellsPerChunk];
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_swimZNW_extra = new sbyte[CellsPerChunk];
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for (var i = 0; i < CellsPerChunk; i++)
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{
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_swimSourceZ[i] = NoSwimLayerCell;
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}
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}
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/// <summary>Test/serialization hook: install pre-built swim-layer arrays. Pass nulls to clear.</summary>
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internal void SetSwimLayer(
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sbyte[] swimSourceZ, byte[] swimMask,
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sbyte[] zN, sbyte[] zNE, sbyte[] zE, sbyte[] zSE,
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sbyte[] zS, sbyte[] zSW, sbyte[] zW, sbyte[] zNW
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)
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{
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_swimSourceZ = swimSourceZ;
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_swimMask = swimMask;
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_swimZN_extra = zN;
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_swimZNE_extra = zNE;
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_swimZE_extra = zE;
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_swimZSE_extra = zSE;
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_swimZS_extra = zS;
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_swimZSW_extra = zSW;
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_swimZW_extra = zW;
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_swimZNW_extra = zNW;
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}
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/// <summary>Sentinel: cell has no strata — single-Z, use the main Walk/Wet arrays.</summary>
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public const ushort NoStrata = ushort.MaxValue;
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/// <summary>
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/// Length-256 offset table: <c>StrataOffsetByCell[cell] = byte offset</c> into
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/// <see cref="StrataData"/> where this cell's strata begin, or <see cref="NoStrata"/>
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/// for cells without multi-Z. Null when the chunk has zero multi-Z cells.
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/// </summary>
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private ushort[] _strataOffsetByCell;
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/// <summary>
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/// Packed per-cell strata. For each cell with strata:
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/// u8 stratumCount, then stratumCount × Stratum (19 bytes each):
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/// sbyte zCenter, byte walkMask, byte wetMask,
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/// sbyte walkZ_N..NW (8), sbyte swimZ_N..NW (8)
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/// </summary>
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private byte[] _strataData;
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/// <summary>Snapshot of Sector.MultisVersion at the time this chunk was built.</summary>
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public int BuiltMultisVersion;
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/// <summary>Updated on every cache hit/miss. Used by LRU fallback eviction.</summary>
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public long LastTouchedTicks;
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/// <summary>Size in bytes of one Stratum record in StrataData.</summary>
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public const int StratumByteLength = 1 + 1 + 1 + 8 + 8;
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public bool IsCellMultiZ(int cellIndex) => GetStrataOffset(cellIndex) != NoStrata;
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public ushort GetStrataOffset(int cellIndex) =>
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_strataOffsetByCell == null ? NoStrata : _strataOffsetByCell[cellIndex];
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public ReadOnlySpan<byte> StrataData =>
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_strataData == null ? ReadOnlySpan<byte>.Empty : _strataData.AsSpan();
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/// <summary>
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/// Single-shot setter for the chunk's strata. Pass null/null to clear (chunk becomes
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/// "no multi-Z"). Otherwise <paramref name="offsetByCell"/> must be length 256 with
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/// <see cref="NoStrata"/> for cells without strata, and <paramref name="data"/> the
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/// packed strata records.
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/// </summary>
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internal void SetStrata(ushort[] offsetByCell, byte[] data)
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{
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_strataOffsetByCell = offsetByCell;
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_strataData = data;
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}
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/// <summary>Serialization hook: returns the raw offset array (or null if no strata).</summary>
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internal ushort[] GetStrataOffsetByCellForSerialization() => _strataOffsetByCell;
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/// <summary>Serialization hook: returns the raw data array (or null if no strata).</summary>
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internal byte[] GetStrataDataForSerialization() => _strataData;
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}
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