## 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.
39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
namespace Server.Engines.Pathing.Cache;
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public readonly struct StepMask(
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byte mask,
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sbyte destZn,
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sbyte destZne,
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sbyte destZe,
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sbyte destZse,
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sbyte destZs,
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sbyte destZsw,
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sbyte destZw,
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sbyte destZnw
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)
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{
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public readonly byte Mask = mask;
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public readonly sbyte DestZ_N = destZn;
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public readonly sbyte DestZ_NE = destZne;
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public readonly sbyte DestZ_E = destZe;
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public readonly sbyte DestZ_SE = destZse;
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public readonly sbyte DestZ_S = destZs;
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public readonly sbyte DestZ_SW = destZsw;
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public readonly sbyte DestZ_W = destZw;
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public readonly sbyte DestZ_NW = destZnw;
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public bool IsWalkable(Direction d) => (Mask & (1 << (int)d)) != 0;
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public sbyte GetDestZ(Direction d) => d switch
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{
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Direction.North => DestZ_N,
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Direction.Right => DestZ_NE,
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Direction.East => DestZ_E,
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Direction.Down => DestZ_SE,
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Direction.South => DestZ_S,
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Direction.Left => DestZ_SW,
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Direction.West => DestZ_W,
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Direction.Up => DestZ_NW,
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_ => 0
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};
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}
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