ModernUO/Projects/UOContent/Engines/Pathing/BitmapAStarAlgorithm.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

386 lines
12 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: BitmapAStarAlgorithm.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
************************************************************************/
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Engines.Pathing.Cache;
using Server.Mobiles;
using CalcMoves = Server.Movement.Movement;
using MoveImpl = Server.Movement.MovementImpl;
namespace Server.PathAlgorithms.BitmapAStar;
/// <summary>
/// A* pathfinder with a single bitmap-cache lookup per cell expansion. Default walkers
/// take one <see cref="StepCache.TryGetMask"/> call returning the 8-direction
/// mask + per-direction Z. Non-default walkers (non-GM players, creatures with swim/fly/
/// door/clip capabilities) and per-cell cache fallthroughs route through
/// <see cref="GetSuccessorsSlowPath"/>, which runs the per-direction
/// <see cref="CalcMoves.CheckMovement"/> loop for that one cell.
/// </summary>
public class BitmapAStarAlgorithm : PathAlgorithm
{
private struct PathNode
{
public int cost;
public int total;
public int parent;
public int z;
}
private const int MaxDepth = 300;
private const int AreaSize = 38;
private const int NodeCount = AreaSize * AreaSize * PlaneCount;
private const int PlaneOffset = 128;
private const int PlaneCount = 13;
private const int PlaneHeight = 20;
public static readonly PathAlgorithm Instance = new BitmapAStarAlgorithm();
private static readonly Direction[] _path = new Direction[AreaSize * AreaSize];
private static readonly PathNode[] _nodes = new PathNode[NodeCount];
private static readonly byte[] _nodeStates = new byte[NodeCount];
private static readonly int[] _successors = new int[8];
private static readonly PriorityQueue<int, int> _openQueue = new();
private static int _xOffset;
private static int _yOffset;
// When set, GetSuccessors delegates to the per-cell slow path on every expansion
// (preserves player AND-rule and BaseCreature capability overlays). Reset at end of Find.
private static bool _currentMobileNeedsSlowPath;
private Point3D _goal;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int Heuristic(int x, int y, int z)
{
x -= _goal.X - _xOffset;
y -= _goal.Y - _yOffset;
z -= _goal.Z;
x *= 11;
y *= 11;
return x * x + y * y + z * z;
}
public override bool CheckCondition(Mobile m, Map map, Point3D start, Point3D goal) =>
Utility.InRange(start, goal, AreaSize);
public override Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal)
{
if (!Utility.InRange(start, goal, AreaSize))
{
return null;
}
_currentMobileNeedsSlowPath = !IsDefaultWalker(m);
Array.Clear(_nodeStates);
_goal = goal;
_xOffset = (start.X + goal.X - AreaSize) / 2;
_yOffset = (start.Y + goal.Y - AreaSize) / 2;
var fromNode = GetIndex(start.X, start.Y, start.Z);
var destNode = GetIndex(goal.X, goal.Y, goal.Z);
_nodes[fromNode].cost = 0;
_nodes[fromNode].total = Heuristic(start.X - _xOffset, start.Y - _yOffset, start.Z);
_nodes[fromNode].parent = -1;
_nodes[fromNode].z = start.Z;
_openQueue.Enqueue(fromNode, _nodes[fromNode].total);
_nodeStates[fromNode] = 1;
var bc = m as BaseCreature;
int backtrack = 0, depth = 0;
var path = _path;
while (_openQueue.Count > 0)
{
if (++depth > MaxDepth)
{
break;
}
if (!_openQueue.TryDequeue(out var bestNode, out var bestTotal))
{
break;
}
// Duplicate, lower priority
if (_nodeStates[bestNode] == 2 || _nodes[bestNode].total != bestTotal)
{
continue;
}
_nodeStates[bestNode] = 2;
// Set MovementImpl globals so per-cell slow-path fallthroughs see the right state.
if (bc != null)
{
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
}
MoveImpl.Goal = goal;
var vals = _successors;
var count = GetSuccessors(bestNode, m, map);
MoveImpl.AlwaysIgnoreDoors = false;
MoveImpl.IgnoreMovableImpassables = false;
MoveImpl.Goal = Point3D.Zero;
if (count == 0)
{
continue;
}
for (var i = 0; i < count; ++i)
{
var newNode = vals[i];
// Skip if the node is already closed
if (_nodeStates[newNode] == 2)
{
continue;
}
var isDiagonal = i % 2 == 1;
var moveCost = isDiagonal ? 14 : 10;
var newCost = _nodes[bestNode].cost + moveCost;
var newTotal = newCost + Heuristic(
newNode % AreaSize,
newNode / AreaSize % AreaSize,
_nodes[newNode].z
);
if (_nodeStates[newNode] == 0 || newTotal < _nodes[newNode].total)
{
_nodes[newNode].parent = bestNode;
_nodes[newNode].cost = newCost;
_nodes[newNode].total = newTotal;
// Requeue (duplicates allowed), and mark as open
_openQueue.Enqueue(newNode, newTotal);
_nodeStates[newNode] = 1;
}
if (newNode != destNode)
{
continue;
}
var pathCount = 0;
var parent = _nodes[newNode].parent;
while (parent != -1)
{
path[pathCount++] = GetDirection(
parent % AreaSize,
parent / AreaSize % AreaSize,
newNode % AreaSize,
newNode / AreaSize % AreaSize
);
newNode = parent;
parent = _nodes[newNode].parent;
if (newNode == fromNode)
{
break;
}
}
var dirs = new Direction[pathCount];
while (pathCount > 0)
{
dirs[backtrack++] = path[--pathCount];
}
_openQueue.Clear();
_currentMobileNeedsSlowPath = false;
return dirs;
}
}
_openQueue.Clear();
_currentMobileNeedsSlowPath = false;
return null;
}
private static int GetIndex(int x, int y, int z)
{
x -= _xOffset;
y -= _yOffset;
z += PlaneOffset;
z /= PlaneHeight;
return x + y * AreaSize + z * AreaSize * AreaSize;
}
/// <summary>
/// One <see cref="StepCache.TryGetMask"/> call returns the 8-direction
/// walkable mask + destination Zs. Diagonal corner-cut applies the lenient creature
/// OR-rule using partner bits in the same mask byte — no neighbor-chunk lookup needed.
/// On cache fallthrough or for non-default walkers, defers to
/// <see cref="GetSuccessorsSlowPath"/> for THIS cell only.
/// </summary>
private static int GetSuccessors(int p, Mobile m, Map map)
{
var px = p % AreaSize;
var py = p / AreaSize % AreaSize;
var pz = _nodes[p].z;
var p3D = new Point3D(px + _xOffset, py + _yOffset, pz);
var vals = _successors;
if (_currentMobileNeedsSlowPath)
{
return GetSuccessorsSlowPath(m, map, px, py, p3D, vals);
}
var count = 0;
StepCache.Instance.TryGetMask(
map, p3D.X, p3D.Y, (sbyte)p3D.Z,
out var mask,
out var dN, out var dNE, out var dE, out var dSE,
out var dS, out var dSW, out var dW, out var dNW,
out var hitKind
);
if (hitKind is CacheHitKind.Fallthrough_MultiZ
or CacheHitKind.Fallthrough_OffMap
or CacheHitKind.Fallthrough_SourceZMismatch)
{
return GetSuccessorsSlowPath(m, map, px, py, p3D, vals);
}
for (var i = 0; i < 8; ++i)
{
var x = px;
var y = py;
CalcMoves.Offset((Direction)i, ref x, ref y);
if (x is < 0 or >= AreaSize || y is < 0 or >= AreaSize)
{
continue;
}
if ((mask & (1 << i)) == 0)
{
continue;
}
// Diagonal corner-cut (creature OR-rule): partner bits live in the same mask byte.
if ((i & 1) == 1)
{
var leftBit = 1 << ((i - 1) & 0x7);
var rightBit = 1 << ((i + 1) & 0x7);
if ((mask & leftBit) == 0 && (mask & rightBit) == 0)
{
continue;
}
}
var z = i switch
{
0 => dN,
1 => dNE,
2 => dE,
3 => dSE,
4 => dS,
5 => dSW,
6 => dW,
7 => dNW,
_ => (sbyte)0
};
var idx = GetIndex(x + _xOffset, y + _yOffset, z);
if (idx >= 0 && idx < NodeCount)
{
_nodes[idx].z = z;
vals[count++] = idx;
}
}
return count;
}
/// <summary>
/// Per-direction <see cref="CalcMoves.CheckMovement"/> loop for a single source cell.
/// Runs on cache fallthrough or when <see cref="_currentMobileNeedsSlowPath"/> is set.
/// </summary>
private static int GetSuccessorsSlowPath(Mobile m, Map map, int px, int py, Point3D p3D, int[] vals)
{
var count = 0;
for (var i = 0; i < 8; ++i)
{
var x = px;
var y = py;
CalcMoves.Offset((Direction)i, ref x, ref y);
if (x is < 0 or >= AreaSize || y is < 0 or >= AreaSize)
{
continue;
}
if (CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out var z))
{
var idx = GetIndex(x + _xOffset, y + _yOffset, z);
if (idx >= 0 && idx < NodeCount)
{
_nodes[idx].z = z;
vals[count++] = idx;
}
}
}
return count;
}
/// <summary>
/// Default walker = the cache's baked rules apply directly (lenient OR-rule for
/// diagonal corner-cut, no capability overlays). Non-GM players (strict AND-rule)
/// and creatures with swim/fly/door/clip capabilities require the slow path.
/// </summary>
private static bool IsDefaultWalker(Mobile m)
{
if (m.Player && m.AccessLevel < AccessLevel.GameMaster)
{
return false;
}
if (m is not BaseCreature bc)
{
return true;
}
return !bc.CanSwim && !bc.CanFly && !bc.CanOpenDoors && !bc.CanMoveOverObstacles;
}
}