## 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.
355 lines
13 KiB
C#
355 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Logging;
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namespace Server.Engines.Pathing.Cache;
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/// <summary>
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/// Singleton store of per-chunk static walkability data. Chunks correspond to
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/// Map.SectorSize = 16; key encoding packs (mapId, chunkX, chunkY) into a long.
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/// Lazily built on first query; invalidated by version-check vs Sector.MultisVersion;
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/// memory bounded by MaxResidentChunks via probabilistic LRU eviction.
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///
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/// Default-walker scope only. Cells with multi-Z surfaces and queries for non-default
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/// walkers route to the MovementImpl slow path via the Fallthrough_* hit kinds.
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/// </summary>
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public sealed class StepCache
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(StepCache));
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public static StepCache Instance { get; } = new();
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private readonly Dictionary<long, StepChunk> _chunks = new();
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// Parallel list of keys for O(1) random sampling during eviction. Kept in lockstep
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// with _chunks: append on Miss_NotBuilt, swap-and-pop on eviction.
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private readonly List<long> _keysList = new();
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// Telemetry counters
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private long _hits;
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private long _missesNotBuilt;
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private long _missesDirtyRebuild;
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private long _fallthroughMultiZ;
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private long _fallthroughOffMap;
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private long _fallthroughSourceZMismatch;
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private long _evictionsByLruCap;
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private long _buildsTotal;
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private StepCache() { }
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/// <summary>Hard cap on resident chunk count. Default 8192. Override for tests / ops.</summary>
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public int MaxResidentChunks { get; set; } = 8192;
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/// <summary>
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/// Pack (mapId, chunkX, chunkY) into a single long key.
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/// Layout: [reserved 16][mapId 16][chunkX 16][chunkY 16].
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/// </summary>
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internal static long EncodeKey(int mapId, int chunkX, int chunkY) =>
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((long)(mapId & 0xFFFF) << 32) | ((long)(chunkX & 0xFFFF) << 16) | (long)(chunkY & 0xFFFF);
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public CacheStats GetStats() => new CacheStats(
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residentChunks: _chunks.Count,
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hits: _hits,
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missesNotBuilt: _missesNotBuilt,
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missesDirtyRebuild: _missesDirtyRebuild,
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fallthroughMultiZ: _fallthroughMultiZ,
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fallthroughOffMap: _fallthroughOffMap,
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fallthroughSourceZMismatch: _fallthroughSourceZMismatch,
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evictionsByLruCap: _evictionsByLruCap,
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buildsTotal: _buildsTotal
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);
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/// <summary>
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/// Drop all cached chunks AND zero every telemetry counter. Used by tests and
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/// benchmarks that need a known cold-start state. Counter reset is intentional —
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/// counters are since-last-clear, not since-startup.
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/// </summary>
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public void Clear()
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{
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_chunks.Clear();
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_keysList.Clear();
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_hits = 0;
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_missesNotBuilt = 0;
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_missesDirtyRebuild = 0;
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_fallthroughMultiZ = 0;
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_fallthroughOffMap = 0;
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_fallthroughSourceZMismatch = 0;
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_evictionsByLruCap = 0;
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_buildsTotal = 0;
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}
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/// <summary>
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/// Probabilistic LRU sample size — picks SampleSize random resident chunks per
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/// eviction and evicts the oldest of that sample. Approximates true LRU at a tiny
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/// fraction of the cost (no full sort). Redis uses the same approach (`maxmemory-samples`).
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/// 5 yields ~quality-of-true-LRU for cache eviction; higher values trade speed for accuracy.
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/// </summary>
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private const int LruSampleSize = 5;
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/// <summary>
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/// If resident chunk count exceeds MaxResidentChunks, evict via probabilistic LRU
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/// until the count is at or below the cap. Per-eviction cost is O(LruSampleSize),
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/// independent of resident count — sustained cap pressure has no perpetual perf hit.
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/// Called from CacheEvictionTimer; also callable directly from tests.
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/// </summary>
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public void EnforceLruCap()
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{
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var overflow = _chunks.Count - MaxResidentChunks;
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if (overflow <= 0)
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{
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return;
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}
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while (overflow-- > 0 && _keysList.Count > 0)
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{
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var oldestIdx = -1;
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long oldestTouched = long.MaxValue;
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long oldestKey = 0;
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// Sample LruSampleSize random keys; track the oldest by LastTouchedTicks.
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// With replacement is fine — collisions are rare and don't break correctness.
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var samples = Math.Min(LruSampleSize, _keysList.Count);
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for (var s = 0; s < samples; s++)
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{
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var idx = Utility.Random(_keysList.Count);
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var k = _keysList[idx];
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var touched = _chunks[k].LastTouchedTicks;
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if (touched < oldestTouched)
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{
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oldestTouched = touched;
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oldestKey = k;
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oldestIdx = idx;
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}
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}
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_chunks.Remove(oldestKey);
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// Swap-and-pop _keysList[oldestIdx] with the tail; O(1) regardless of position.
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var last = _keysList.Count - 1;
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if (oldestIdx != last)
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{
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_keysList[oldestIdx] = _keysList[last];
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}
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_keysList.RemoveAt(last);
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_evictionsByLruCap++;
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}
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}
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internal static void DecodeKey(long key, out int mapId, out int chunkX, out int chunkY)
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{
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mapId = (int)((key >> 32) & 0xFFFF);
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chunkX = (int)((key >> 16) & 0xFFFF);
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chunkY = (int)(key & 0xFFFF);
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}
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private const int ChunkSize = 16;
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/// <summary>
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/// Hot-path query. Returns the cached mask + 8 destination Z values for (map, x, y, sourceZ).
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/// Returns false on off-map or multi-Z fallthrough; the caller should use the slow path.
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/// </summary>
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public bool TryGetMask(
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Map map, int x, int y, sbyte sourceZ,
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out byte mask,
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out sbyte destZN, out sbyte destZNE, out sbyte destZE, out sbyte destZSE,
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out sbyte destZS, out sbyte destZSW, out sbyte destZW, out sbyte destZNW,
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out CacheHitKind hitKind
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)
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{
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mask = 0;
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destZN = destZNE = destZE = destZSE = destZS = destZSW = destZW = destZNW = 0;
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if (map == null || map == Map.Internal || x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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hitKind = CacheHitKind.Fallthrough_OffMap;
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_fallthroughOffMap++;
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return false;
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}
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var chunkX = x >> 4;
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var chunkY = y >> 4;
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var key = EncodeKey(map.MapID, chunkX, chunkY);
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var hitKindResult = CacheHitKind.Hit;
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if (!_chunks.TryGetValue(key, out var chunk))
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{
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chunk = ResolveMissingChunk(map, chunkX, chunkY);
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_chunks[key] = chunk;
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_keysList.Add(key);
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hitKindResult = CacheHitKind.Miss_NotBuilt;
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}
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else
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{
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var sector = map.GetRealSector(chunkX, chunkY);
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if (chunk.BuiltMultisVersion != sector.MultisVersion)
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{
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chunk = BuildChunk(map, chunkX, chunkY);
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_chunks[key] = chunk;
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hitKindResult = CacheHitKind.Miss_DirtyRebuild;
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// _missesDirtyRebuild++ moved into the success switch below to
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// preserve the mutual-exclusivity invariant (a multi-Z fallthrough
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// on a freshly dirty-rebuilt chunk must NOT count both counters).
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}
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}
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chunk.LastTouchedTicks = Core.TickCount;
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var cellIndex = ((y - (chunkY << 4)) << 4) | (x - (chunkX << 4));
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if (chunk.IsCellMultiZ(cellIndex))
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{
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hitKind = CacheHitKind.Fallthrough_MultiZ;
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_fallthroughMultiZ++;
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return false;
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}
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// Source-Z guard: the cache stores one answer per cell baked at SourceZ.
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// StepHeight tolerance accepts incremental Z jitter; loosening it breaks parity
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// because tile reachability shifts at step-height boundaries.
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if (Math.Abs(sourceZ - chunk.SourceZ[cellIndex]) > StepHeight)
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{
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hitKind = CacheHitKind.Fallthrough_SourceZMismatch;
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_fallthroughSourceZMismatch++;
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return false;
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}
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mask = chunk.Mask[cellIndex];
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destZN = chunk.DestZN[cellIndex];
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destZNE = chunk.DestZNE[cellIndex];
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destZE = chunk.DestZE[cellIndex];
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destZSE = chunk.DestZSE[cellIndex];
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destZS = chunk.DestZS[cellIndex];
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destZSW = chunk.DestZSW[cellIndex];
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destZW = chunk.DestZW[cellIndex];
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destZNW = chunk.DestZNW[cellIndex];
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switch (hitKindResult)
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{
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case CacheHitKind.Miss_NotBuilt:
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{
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_missesNotBuilt++;
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break;
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}
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case CacheHitKind.Miss_DirtyRebuild:
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{
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_missesDirtyRebuild++;
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break;
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}
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case CacheHitKind.Hit:
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{
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_hits++;
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break;
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}
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}
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hitKind = hitKindResult;
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return true;
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}
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/// <summary>
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/// Chunk-miss resolution: build the chunk via the runtime baker.
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/// </summary>
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private StepChunk ResolveMissingChunk(Map map, int chunkX, int chunkY) =>
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BuildChunk(map, chunkX, chunkY);
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private StepChunk BuildChunk(Map map, int chunkX, int chunkY)
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{
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var chunk = new StepChunk();
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var sector = map.GetRealSector(chunkX, chunkY);
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chunk.BuiltMultisVersion = sector.MultisVersion;
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var baseX = chunkX << 4;
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var baseY = chunkY << 4;
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for (var dy = 0; dy < ChunkSize; dy++)
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{
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for (var dx = 0; dx < ChunkSize; dx++)
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{
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var x = baseX + dx;
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var y = baseY + dy;
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var cell = (dy << 4) | dx;
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map.GetAverageZ(x, y, out _, out var avgZ, out _);
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// Bake from the slow path's "standing Z" (the surface Z a creature actually
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// stands at, not the ground avg). A* tracks newZ as standing Z, so SourceZ
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// must match for the source-Z guard not to over-fire.
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var standingZ = (sbyte)StepProbe.ComputeStandingZ(map, x, y, avgZ);
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var result = StepProbe.ComputeMaskAt(map, x, y, standingZ);
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chunk.Mask[cell] = result.Mask;
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chunk.SourceZ[cell] = standingZ;
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chunk.DestZN[cell] = result.DestZ_N;
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chunk.DestZNE[cell] = result.DestZ_NE;
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chunk.DestZE[cell] = result.DestZ_E;
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chunk.DestZSE[cell] = result.DestZ_SE;
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chunk.DestZS[cell] = result.DestZ_S;
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chunk.DestZSW[cell] = result.DestZ_SW;
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chunk.DestZW[cell] = result.DestZ_W;
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chunk.DestZNW[cell] = result.DestZ_NW;
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// Multi-Z = ≥2 surfaces reachable from standingZ. Mirrors the baker's
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// CheckStaticStep filter so we don't over-mark.
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if (CountReachableSurfaces(map, x, y, standingZ) > 1)
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{
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chunk.MarkCellMultiZ(cell);
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}
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}
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}
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_buildsTotal++;
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return chunk;
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}
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private const int PersonHeight = 16;
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private const int StepHeight = 2;
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/// <summary>
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/// Counts walkable surfaces actually reachable from a creature standing at sourceZ.
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/// Mirrors <see cref="StepProbe"/>.CheckStaticStep so cells flagged multi-Z
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/// here are exactly those where the baker would have multiple candidate destinations.
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/// Reachable when: surface and !impassable; stepTop ≥ itemTop; vertical overlap with
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/// the creature's PersonHeight envelope.
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/// </summary>
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internal static int CountReachableSurfaces(Map map, int x, int y, sbyte sourceZ)
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{
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var startTop = sourceZ + PersonHeight;
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var stepTop = startTop + StepHeight;
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var count = 0;
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foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
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{
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (!data.Surface || data.Impassable)
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{
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continue;
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}
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var itemZ = tile.Z;
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var itemTop = data.Bridge ? itemZ : itemZ + data.Height;
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if (stepTop < itemTop)
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{
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continue;
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}
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if (sourceZ + PersonHeight > itemZ && itemZ + data.Height > sourceZ)
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{
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count++;
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}
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}
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// Land surface check — same shape, but use GetAverageZ for the land's effective top.
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var landTile = map.Tiles.GetLandTile(x, y);
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var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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if (!landTile.Ignored && (landFlags & TileFlag.Impassable) == 0)
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{
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map.GetAverageZ(x, y, out var landZ, out _, out var landTop);
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if (stepTop >= landZ && sourceZ + PersonHeight > landZ && landTop > sourceZ)
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{
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count++;
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}
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}
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return count;
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}
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}
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