ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/StepProbeParityTests.cs
Kamron Batman 6a3804addc
feat: Replace FastAStarAlgorithm with BitmapAStarAlgorithm (#2446)
## 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.
2026-05-05 21:53:43 -07:00

126 lines
4.2 KiB
C#

using Server.Engines.Pathing.Cache;
using Xunit;
using Xunit.Abstractions;
namespace Server.Tests.Pathfinding;
[Collection("Sequential Pathfinding Tests")]
public class StaticWalkabilityParityTests
{
private readonly ITestOutputHelper _output;
public StaticWalkabilityParityTests(ITestOutputHelper output)
{
_output = output;
}
[Theory]
[InlineData("britain_inn_dense", 1480, 1610, 32)]
[InlineData("trammel_open_plain", 1500, 1600, 32)]
public void BakerMatchesCheckMovement(string label, int xStart, int yStart, int size)
{
var map = Map.Maps[1];
Assert.NotNull(map);
var stub = new ParityStubMobile();
stub.MoveToWorld(new Point3D(xStart, yStart, 0), map);
var disagreements = 0;
var samples = 0;
var oldWalkable = 0;
var newWalkable = 0;
for (var x = xStart; x < xStart + size; x++)
{
for (var y = yStart; y < yStart + size; y++)
{
map.GetAverageZ(x, y, out _, out var avgZ, out _);
var sourceZ = (sbyte)avgZ;
var loc = new Point3D(x, y, sourceZ);
var bakerResult = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
for (var d = 0; d < 8; d++)
{
var dir = (Direction)d;
samples++;
var oldOk = Movement.Movement.CheckMovement(stub, map, loc, dir, out var oldZ);
// Apply creature diagonal corner-cut rule at query time:
// diagonal walkable iff raw-diagonal AND (left-partner OR right-partner).
// (Raw masks are correct per spec; baker omits diagonal logic per design.)
var newOk = bakerResult.IsWalkable(dir);
if (newOk && ((d & 1) == 1))
{
var leftPartner = (Direction)((d - 1) & 7);
var rightPartner = (Direction)((d + 1) & 7);
if (!bakerResult.IsWalkable(leftPartner) && !bakerResult.IsWalkable(rightPartner))
{
newOk = false;
}
}
var newZ = bakerResult.GetDestZ(dir);
if (oldOk)
{
oldWalkable++;
}
if (newOk)
{
newWalkable++;
}
if (oldOk != newOk)
{
disagreements++;
_output.WriteLine(
$"DISAGREE walkable @ ({x},{y},{sourceZ}) dir={dir}: " +
$"old={oldOk} new={newOk}"
);
}
else if (oldOk && oldZ != newZ)
{
disagreements++;
_output.WriteLine(
$"DISAGREE destZ @ ({x},{y},{sourceZ}) dir={dir}: " +
$"old={oldZ} new={newZ}"
);
}
}
}
}
stub.Delete();
_output.WriteLine(
$"[{label}] Samples: {samples}, Disagreements: {disagreements}, " +
$"OldWalkable: {oldWalkable}, NewWalkable: {newWalkable}"
);
// Non-vacuity guard for the variety case: at least one region must show some
// blocked directions. The open_plain region is allowed to be all-walkable.
if (label == "britain_inn_dense")
{
Assert.NotEqual(0, oldWalkable);
Assert.NotEqual(samples, oldWalkable);
}
Assert.Equal(0, disagreements);
}
/// <summary>
/// Minimal Mobile stub for parity testing. Inherits directly from Mobile so that
/// MovementImpl sees no BaseCreature-specific flags (CanSwim=false, CanFly=false,
/// bc==null → BaseCreature branches skipped) giving us the default static walker baseline.
/// </summary>
private class ParityStubMobile : Mobile
{
public ParityStubMobile()
{
Body = 0xC9; // arbitrary horse body
}
}
}