## Summary Replaces `FastAStarAlgorithm` with `BitmapAStarAlgorithm`: one cache lookup per cell expansion (8-direction mask + per-direction destination Z) instead of 8 separate `MovementImpl.CheckMovement` calls. Adds the supporting cache infrastructure to back it. Public API unchanged — `MovementPath` / `Mobile.Move` / `CalcMoves.Find` return the same shapes; the algorithm swap is internal. ## What's in this PR - **`BitmapAStarAlgorithm`** — A* that issues one `StepCache.TryGetMask` call per cell expansion. Inline fallthrough to the per-cell slow path for multi-Z, off-map, source-Z mismatch, and non-default walkers. - **`StepCache`** — singleton chunk store keyed by `(mapId, chunkX, chunkY)`. Lazily built on first query, invalidated by `Sector.MultisVersion` mismatch, memory-bounded by sampled probabilistic LRU. - **`StepProbe`** — computes static-only walkability for a single cell, mirroring `MovementImpl.Check` minus the item / mobile collision phases. - **`StepMask` / `StepChunk`** — value / storage types for the per-cell results. - **`CacheEvictionTimer`** — periodic cap backstop (60s interval; early-returns when not over cap). - **`Map.Sector.MultisVersion`** promoted to `public` so the cache can detect dynamic-static invalidations cheaply. ## Eviction strategy Sampled probabilistic LRU (Redis-style). Per eviction, sample 5 random keys from a parallel `List<long>` kept in lockstep with the chunk dictionary; evict the oldest of the sample via swap-and-pop. O(1) per eviction regardless of resident count, so sustained cap pressure has no perpetual perf hit. ## Capability handling (interim) Non-default walkers (non-GM players, creatures with `CanSwim` / `CanFly` / `CanOpenDoors` / `CanMoveOverObstacles`) route entirely through the per-cell slow path via `BitmapAStarAlgorithm.GetSuccessorsSlowPath`. The 2-pass design (cache + capability overlay + dynamic-obstacle pass) lands in the follow-up PR.
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.GetDestZ(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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