## 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.
15 lines
765 B
C#
15 lines
765 B
C#
namespace Server.Engines.Pathing.Cache;
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/// <summary>
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/// Outcome categories for StaticWalkabilityCache.TryGetMask. Used for telemetry
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/// and to drive the slow-path fallthrough decision in callers.
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/// </summary>
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public enum CacheHitKind : byte
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{
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Hit = 0, // clean default-walker answer from the resident chunk
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Miss_NotBuilt = 1, // chunk wasn't resident; built and returned
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Miss_DirtyRebuild = 2, // version mismatch; rebuilt and returned
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Fallthrough_MultiZ = 3, // cell has multiple walkable surfaces; caller must use slow path
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Fallthrough_OffMap = 4, // out of bounds
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Fallthrough_SourceZMismatch = 5, // |loc.Z - BakedSourceZ| > StepHeight; cache answer would diverge
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}
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