## 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.
129 lines
5.2 KiB
C#
129 lines
5.2 KiB
C#
using System;
|
|
using System.IO;
|
|
using System.Reflection;
|
|
using System.Threading;
|
|
using Server.Items;
|
|
using Server.Misc;
|
|
using Server.Movement;
|
|
using Server.PathAlgorithms;
|
|
using Server.Tests.Maps;
|
|
|
|
namespace Server.Tests;
|
|
|
|
/// <summary>
|
|
/// Single, process-wide ModernUO bootstrap for the UOContent test host. Mirrors Server.Tests'
|
|
/// TestServerInitializer in name and shape; kept as a separate (non-shared) copy because this
|
|
/// one loads the UOContent assembly and configures the UOContent-specific systems. Both types
|
|
/// are <c>internal</c> so the shared name stays scoped to each assembly.
|
|
///
|
|
/// ModernUO bootstraps its global singletons (Core, ServerConfiguration, AssemblyHandler,
|
|
/// NetState/io-ring, World, Timer, the serialization workers, and TileData) exactly once per
|
|
/// process. <see cref="World.Load"/> is guarded to run once, and
|
|
/// <see cref="World.ExitSerializationThreads"/> must run once against the live workers. Each
|
|
/// xUnit collection gets its own fixture instance, so this guard makes the bootstrap run a
|
|
/// single time regardless of how many collection fixtures are constructed. The two stateful
|
|
/// collections use <c>[CollectionDefinition(DisableParallelization = true)]</c> so they never
|
|
/// overlap; pure tests still run in parallel.
|
|
/// </summary>
|
|
internal static class TestServerInitializer
|
|
{
|
|
private static bool _initialized;
|
|
private static readonly Lock _lock = new();
|
|
|
|
public static void Initialize()
|
|
{
|
|
lock (_lock)
|
|
{
|
|
if (_initialized)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Core.ApplicationAssembly = Assembly.GetExecutingAssembly();
|
|
Core.LoopContext = new EventLoopContext();
|
|
Core.Expansion = Expansion.EJ;
|
|
|
|
ServerConfiguration.Load(true);
|
|
ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
|
|
|
|
// Required for the pathfinding tests (real .mul tile data). Harmless for the rest.
|
|
var clientFiles = Environment.GetEnvironmentVariable("MODERNUO_TEST_DATA_DIR")
|
|
?? @"C:\Ultima Online Classic";
|
|
ServerConfiguration.DataDirectories.Add(clientFiles);
|
|
|
|
AssemblyHandler.LoadAssemblies(["Server.dll", "UOContent.dll"]);
|
|
|
|
SkillsInfo.Configure();
|
|
Server.Network.NetState.Configure();
|
|
TestMapDefinitions.ConfigureTestMapDefinitions();
|
|
|
|
// TileData's static cctor short-circuits when running under xUnit
|
|
// (see Server/TileData.cs:295). Force-load via reflection so LandTable/ItemTable
|
|
// flags are populated before anything that reads TileData (MultiData, MovementImpl,
|
|
// CheckMovement). Without this, TileData.MaxItemValue is 0 at MultiData.Configure()
|
|
// time, causing every MCL tile ID to be masked to 0 and stored as ID=0 in Tiles[x][y].
|
|
ForceLoadTileData();
|
|
|
|
// Production runs every static Configure() via AssemblyHandler.Invoke("Configure");
|
|
// the fixture calls a curated subset, so configure the pathfinding singleton here so
|
|
// BitmapAStarAlgorithm.Instance carries its configured MaxSearchNodes before any test
|
|
// calls Find. ServerConfiguration is already loaded above, so the setting resolves.
|
|
BitmapAStarAlgorithm.Configure();
|
|
|
|
// Multi component lists (multi.mul / MultiCollection.uop). Production invokes this via
|
|
// AssemblyHandler.Invoke("Configure"); the curated fixture subset must call it so that
|
|
// BaseMulti.Components (MultiData.GetComponents) returns real footprints instead of
|
|
// MultiComponentList.Empty. Required by the Multi pathfinding tests.
|
|
MultiData.Configure();
|
|
|
|
World.Configure();
|
|
Timer.Init(0);
|
|
RaceDefinitions.Configure();
|
|
MovementImpl.Configure();
|
|
PathFollower.Configure();
|
|
World.Load();
|
|
World.ExitSerializationThreads();
|
|
DecayScheduler.Configure();
|
|
|
|
VerifyTrammelTileDataLoaded();
|
|
|
|
_initialized = true;
|
|
}
|
|
}
|
|
|
|
private static void ForceLoadTileData()
|
|
{
|
|
var loadMethod = typeof(TileData).GetMethod(
|
|
"Load",
|
|
BindingFlags.Static | BindingFlags.NonPublic
|
|
);
|
|
if (loadMethod == null)
|
|
{
|
|
throw new InvalidOperationException(
|
|
"TileData.Load not found via reflection — engine may have refactored."
|
|
);
|
|
}
|
|
loadMethod.Invoke(null, null);
|
|
}
|
|
|
|
private static void VerifyTrammelTileDataLoaded()
|
|
{
|
|
var trammel = Map.Maps[1];
|
|
if (trammel == null)
|
|
{
|
|
throw new InvalidOperationException(
|
|
"Trammel (mapId=1) was not registered. Check TestMapDefinitions."
|
|
);
|
|
}
|
|
|
|
var tile = trammel.Tiles.GetLandTile(1500, 1600);
|
|
if (tile.ID == 0)
|
|
{
|
|
throw new InvalidOperationException(
|
|
$"Trammel tile data did not load — GetLandTile(1500,1600) returned ID 0. " +
|
|
$"Verify Distribution/Data/map1*.mul (or map1LegacyMUL.uop) is present at " +
|
|
$"{Path.Combine(Core.BaseDirectory, "Data")}."
|
|
);
|
|
}
|
|
}
|
|
}
|