Started as an allocation pass over `StepCache` and grew into a cleanup of the surrounding pathing engine. Four commits, each independently reviewable; net **−560 lines**. Build clean (0 warnings). All 122 `Server.Tests.Pathfinding` tests pass. --- ## 1. `perf`: pool the strata buffer, cut a hot-path dictionary lookup **The headline is that `TryGetMask` — the actual hot path — was already allocation-free.** `StepMask` is a readonly struct, `StaticTileEnumerable` is a `ref struct`, `ChunkMissState` is a struct in a `Dictionary`. So most of this is a bake-throughput and GC-churn win, with one exception noted below. `BuildChunk` accumulated packed multi-Z strata into a `List<byte>` that grew by doubling (256 → 512 → 1024 → …) and then paid a final `ToArray()`. A full map bake runs it ~114k times. It now writes into a `byte[]` rented from `STArrayPool<byte>.Shared` through a span writer, and hands the chunk one exact-size copy. **This required fixing a latent out-of-bounds guard.** The record-fit check reserved headroom for **8** strata (`StratumByteLength * 8`) while `ComputeStandableSurfaceZs` can return up to **16** — so a cell could write 305 bytes starting from a 65,383-byte offset. Against a `List` that was benign (it just grew past 64 KB, and emitted offsets stayed under the `NoStrata` sentinel). Against a fixed-size rented buffer it is an out-of-bounds write, so tightening it was a *prerequisite* for the pooling, not a drive-by. The guard is now exact, which additionally proves no emitted offset can collide with `NoStrata == ushort.MaxValue`. **One genuine query-path win:** `ShouldPromoteAfterMiss` did *two* dictionary lookups per miss — a `TryGetValue`, then an indexer assignment that re-hashes and re-probes. It now mutates in place via `CollectionsMarshal.GetValueRefOrNullRef`. This runs on every uncached chunk touch during A* expansion. The window-expiry branch keeps its explicit early return, so `MissPromotionThreshold == 1` still resets rather than promoting. Also dropped `StepProbe.ComputeStrataAt` / `ComputedStratum` (dead code, zero callers) and collapsed six 18-argument `new StepMask(0, 0, …, kind)` blocks into `Fallthrough(kind)`. **Considered and rejected:** pooling the `Direction[]` that `Find` returns. It *escapes* the call — `MovementPath` holds it across ticks while `PathFollower` walks `m_Index` through it — so it cannot be rented-and-returned, and it cannot be borrowed from the shared `BitmapAStarAlgorithm.Instance` without one creature clobbering another's in-flight path. `CheckPath` rate-limits repaths to one per 2s per creature, putting this at roughly 60 KB/sec at 1,000 pathing creatures. Not worth a public API break plus a use-after-return footgun. ## 2. `docs`: rewrite the comments for publication The comments had accumulated as development notes: internal phase jargon (`Tier 4`, `the Phase-2 synthesizer`), change narration aimed at a reviewer (`which the old ComputeStandingZ anchor missed`, `legacy behavior`), benchmark anecdotes (`benchmarked as near-optimal`, `a ~20 ns lookup`), and paragraphs restating the code. Rewritten to keep the rationale you cannot recover by reading the code — why the source-Z guard cannot be widened, why multis fall through with a halo, why the promotion gate counts Finds rather than calls, why `ComputeFingerprint` must hash the *files* and not the live tile tables — and drop the history that got us there. Three comments were **factually wrong**, not just wordy: - `CacheEvictionTimer` and `CacheStats` documented a class called `StaticWalkabilityCache`. No such class exists — it is `StepCache`. - `StepCacheFile` declared `File layout v8` while `FormatVersion` is 9, and called the current record layout "the v6 layout" in four places. The layout descriptions are now unversioned so they cannot drift again. - `StepProbe.ComputeStandingZ` claimed `StepCache` uses it to bake `SourceZ`. It has not since the baker moved to the clearance-aware `ComputeStandableSurfaceZs`; only a parity test calls it. ## 3. `refactor`: simplify `StepCacheFile.Write`, consolidate the format tests `SaveToFile` walked `_keysList` **twice** — once to count the map's chunks, then again through a `ChunkEnumerator` closure to emit them — because `Write` needed the count up front to size its index array. Both loops had the same root cause. Passing a **span** collapses them: the count is just `span.Length`. That deletes the `ChunkEnumerator` delegate, the closure over the list enumerator, and **both `InvalidOperationException` throws**, which existed only to police the delegate's "yield exactly `chunkCount` chunks" contract — a contract a span makes unrepresentable. `Write` now patches the header's `IndexOffset` by seeking back to it rather than reaching into the writer's live buffer with `BinaryPrimitives`. That also retires `IndexOffsetFieldPosition`, a hand-maintained byte offset that had to track the header layout, and sidesteps the stale-array hazard that motivated the manual patch (`BufferWriter` reallocates on growth). **Tests:** `StepCacheFileV6/V7/V8Tests` were named for the format version that introduced each transform — and the format is now **v9**, so all three names described formats the loader rejects outright. Beyond triplicated builders and plumbing, two things were actually broken: - The three near-identical rejection tests each cited a `MinSupportedVersion` that had since moved (`"version 5 < MinSupportedVersion 6"`, `"6 < 7"`, `"7 < 8"`). They passed for the wrong reason. - `AssertBaseEqual` (used by V7 and V8) **silently skipped the swim and strata trailers**. A regression dropping either would not have failed those tests. Now one `StepCacheFileFormatTests`, named for behavior — predictive-Z elision, compression, compact index — with a single `AssertIdentical` that does check both trailers, the three rejection tests folded into one theory that also covers a future version, and a zero-chunk case the delegate-based writer never had coverage for. ## 4. `test`: consolidate the parity and lifecycle tests Three files tested "parity" and none of the names said *which*. They were three different layers, and the seams are the useful part, so they are now one `StepCacheParityTests` that names them: | Test | Compares | Answers | |---|---|---| | `ProbeMatchesSlowPath` | StepProbe vs MovementImpl | Is the bake right? | | `CacheMatchesProbe` | StepCache vs StepProbe | Is it stored and returned intact? | | `CacheServesReachableWalkStates` | StepCache vs MovementImpl | End to end, over the states A* visits | Merging removed a duplicated stub `Mobile`, duplicated region seeds, and a filename/class mismatch (`StepProbeParityTests.cs` declared `StaticWalkabilityParityTests`). `SwimBake_ProducesWetCells` moved with it — it lived in the cache parity file but never touched the cache. Tests reached into `StepCache._chunks` via `GetField` in **9 places**, each rebuilding the key encoding and cell-index arithmetic by hand. `StepCache` now exposes `GetResidentChunk` and `ResidentIndexInSync` alongside the internal test hooks it already had (`LazyReaderHasChunk`, `CurrentFindGeneration`), and the shared arithmetic moved to `PathingTestSupport`. All 9 reflection blocks are gone. `StepCacheLifecycleTests` is regrouped by what it covers — promotion gate, fallthrough routes, strata, swim layer, eviction — with the `Tier4*` names dropped. Removed `Singleton_IsAvailable`, which asserted an inline-initialized static property was not null; that is the entire 123 → 122 test-count delta. --- ## Verification Tests were mutation-checked rather than just run, since round-trip and parity tests can pass while a transform silently no-ops: - Injecting an off-by-one into the `IndexOffset` patch fails **15 of 123** — the format tests are load-bearing. - Offsetting the cache's cell index by one fails **7 of 10** parity cases, and the 3 that stay green are exactly the ones that do not touch the cache. The layering localizes a fault rather than just reporting one.
435 lines
15 KiB
C#
435 lines
15 KiB
C#
using System;
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using CalcMoves = Server.Movement.Movement;
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namespace Server.Engines.Pathing.Cache;
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/// <summary>
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/// Computes the 8-direction "can step" mask and destination Zs for a single cell from land and
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/// statics alone. Mirrors <see cref="MovementImpl"/>.Check minus the item and mobile collision
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/// phases, which belong to the caller's dynamic-obstacle pass.
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///
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/// Multis (houses, boats) are excluded from the static bake because they are dynamic content;
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/// cells they cover route to the live movement path via <see cref="StepCache"/>'s multi halo.
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/// <see cref="ComputeMultiMaskAt"/> is the opt-in exception for those cells.
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///
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/// Each call bakes both rule sets: walker (canSwim=false, cantWalk=false) and swim-only
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/// (canSwim=true, cantWalk=true). Diagonal corner-cut is not applied — callers hold the partner
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/// bits in the same mask byte and combine them at query time.
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/// </summary>
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public static class StepProbe
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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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/// Writes the surface Zs at (x, y) a default walker can actually stand on into
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/// <paramref name="zs"/>, ascending, and returns the count. A candidate surface — the
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/// walkable land centre, or any walkable static's top — qualifies only if a PersonHeight
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/// envelope above it is clear of impassable statics.
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///
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/// The clearance test is what makes this the exact set of standing Zs the slow path can
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/// resolve to: it drops surfaces a creature cannot occupy, like the land beneath a sewer
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/// walkway or a low bridge. That in turn means two surviving surfaces are always at least
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/// PersonHeight apart (an upper surface any closer would have taken the lower one's
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/// clearance away), so one ascending pass with a duplicate skip suffices.
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///
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/// The baker anchors each cell here so static-over-land geometry — walkways, bridges, raised
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/// foundations, upper floors — bakes at the Z a creature stands on rather than the land average.
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/// </summary>
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public static int ComputeStandableSurfaceZs(Map map, int x, int y, Span<sbyte> zs)
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{
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if (map == null || map == Map.Internal)
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{
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return 0;
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}
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if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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return 0;
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}
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Span<int> cand = stackalloc int[16];
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var count = 0;
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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 _, out var landCenter, out _);
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cand[count++] = landCenter;
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}
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foreach (var tile in map.Tiles.GetStaticTiles(x, y))
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{
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if (count >= cand.Length)
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{
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break;
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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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cand[count++] = tile.Z + data.CalcHeight;
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}
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if (count == 0)
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{
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return 0;
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}
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cand[..count].Sort();
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var n = 0;
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for (var i = 0; i < count && n < zs.Length; i++)
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{
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var cz = (sbyte)Math.Clamp(cand[i], sbyte.MinValue + 1, sbyte.MaxValue);
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if (n > 0 && zs[n - 1] == cz)
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{
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continue;
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}
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// Standable iff the creature's PersonHeight body envelope above this surface is
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// free of impassable statics. The surface itself never blocks (its top == cz,
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// which is the envelope floor, not inside it).
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if (StaticsBlockAt(map, x, y, cz, cz + PersonHeight))
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{
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continue;
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}
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zs[n++] = cz;
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}
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return n;
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}
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public static StepMask ComputeMaskAt(Map map, int x, int y, sbyte sourceZ) =>
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ComputeMaskCore(map, x, y, sourceZ, includeMultis: false);
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/// <summary>
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/// Multi-aware counterpart to <see cref="ComputeMaskAt"/>, for cells a multi covers or
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/// neighbours: folds house/boat component tiles into the same surface/step logic. Builds the
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/// whole 8-direction mask in one pass, where the slow path would run CheckMovement eight times.
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/// </summary>
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public static StepMask ComputeMultiMaskAt(Map map, int x, int y, sbyte sourceZ) =>
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ComputeMaskCore(map, x, y, sourceZ, includeMultis: true);
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/// <summary>
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/// Shared 8-direction mask builder behind <see cref="ComputeMaskAt"/> and
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/// <see cref="ComputeMultiMaskAt"/>. <paramref name="includeMultis"/> is the only difference:
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/// it swaps the tile source to GetStaticAndMultiTiles so house and boat components participate.
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/// </summary>
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private static StepMask ComputeMaskCore(Map map, int x, int y, sbyte sourceZ, bool includeMultis)
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{
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if (map == null || map == Map.Internal)
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{
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return default;
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}
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var srcTiles = includeMultis ? map.Tiles.GetStaticAndMultiTiles(x, y) : map.Tiles.GetStaticTiles(x, y);
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GetStaticStartZ(map, x, y, sourceZ, srcTiles, canSwim: false, cantWalk: false,
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out var walkStartZ, out var walkStartTop, out _);
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GetStaticStartZ(map, x, y, sourceZ, srcTiles, canSwim: true, cantWalk: true,
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out var swimStartZ, out var swimStartTop, out _);
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byte walkMask = 0;
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byte wetMask = 0;
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Span<sbyte> walkZs = stackalloc sbyte[8];
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Span<sbyte> swimZs = stackalloc sbyte[8];
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// stackalloc is not zero-initialized, and the loop below writes a slot only where the
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// step succeeds, so blocked directions would otherwise carry stack garbage.
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walkZs.Clear();
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swimZs.Clear();
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for (var d = 0; d < 8; d++)
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{
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var dx = x;
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var dy = y;
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CalcMoves.Offset((Direction)d, ref dx, ref dy);
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var dTiles = includeMultis ? map.Tiles.GetStaticAndMultiTiles(dx, dy) : map.Tiles.GetStaticTiles(dx, dy);
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if (CheckStaticStep(map, dx, dy, dTiles, walkStartZ, walkStartTop,
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canSwim: false, cantWalk: false, out var walkZ))
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{
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walkMask |= (byte)(1 << d);
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walkZs[d] = (sbyte)walkZ;
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}
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if (CheckStaticStep(map, dx, dy, dTiles, swimStartZ, swimStartTop,
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canSwim: true, cantWalk: true, out var swimZ))
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{
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wetMask |= (byte)(1 << d);
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swimZs[d] = (sbyte)swimZ;
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}
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}
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return new StepMask(
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walkMask, wetMask,
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walkZs[0], walkZs[1], walkZs[2], walkZs[3],
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walkZs[4], walkZs[5], walkZs[6], walkZs[7],
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swimZs[0], swimZs[1], swimZs[2], swimZs[3],
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swimZs[4], swimZs[5], swimZs[6], swimZs[7]
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);
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}
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/// <summary>
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/// The standing-Z a default walker at (x, y) resolves to under the slow path's
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/// surface-selection rules: paver Z+1 over paver-on-ground, land centre on bare land.
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/// The baker anchors cells with <see cref="ComputeStandableSurfaceZs"/> instead, which is
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/// clearance-aware; this remains the direct MovementImpl equivalent for parity checks.
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/// </summary>
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public static int ComputeStandingZ(Map map, int x, int y, int locZ)
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{
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GetStaticStartZ(map, x, y, locZ, map.Tiles.GetStaticTiles(x, y), canSwim: false, cantWalk: false, out _, out _, out var zCenter);
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return zCenter;
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}
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/// <summary>
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/// Returns the water-surface standing Z at (x, y) — the Z a swim-only mob would stand
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/// at on this cell — or <see cref="int.MinValue"/> if no water surface exists. Used
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/// by <see cref="StepCache"/> to detect shore cells (cells with both walk and swim
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/// surfaces separated by > StepHeight) and bake their swim layer at swim-perspective Z.
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/// </summary>
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public static int ComputeSwimStandingZ(Map map, int x, int y)
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{
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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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return int.MinValue;
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}
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// Land tile flagged Wet — its center Z is the swim surface.
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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.Wet) != 0)
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{
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map.GetAverageZ(x, y, out _, out var landCenter, out _);
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return landCenter;
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}
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// Otherwise scan statics for a wet surface.
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foreach (var tile in map.Tiles.GetStaticTiles(x, y))
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{
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (data.Wet)
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{
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return tile.Z + data.CalcHeight;
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}
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}
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return int.MinValue;
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}
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/// <summary>
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/// Mirrors GetStartZ from MovementImpl, parameterized by canSwim / cantWalk.
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/// </summary>
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private static void GetStaticStartZ(
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Map map, int x, int y, int locZ, Map.StaticTileEnumerable tiles,
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bool canSwim, bool cantWalk, out int zLow, out int zTop, out int zCenter
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)
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{
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var landTile = map.Tiles.GetLandTile(x, y);
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var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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var impassable = (flags & TileFlag.Impassable) != 0;
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// Mirrors MovementImpl: impassable + swim on water is OK; otherwise block on
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// cantWalk or impassable.
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var landBlocks = (cantWalk || impassable) && !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
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map.GetAverageZ(x, y, out var landZ, out var landCenter, out var landTop);
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var considerLand = !landTile.Ignored;
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zCenter = zLow = zTop = 0;
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var isSet = false;
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if (considerLand && !landBlocks && locZ >= landCenter)
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{
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zLow = landZ;
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zCenter = landCenter;
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zTop = landTop;
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isSet = true;
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}
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foreach (var tile in tiles)
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{
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var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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var calcTop = tile.Z + id.CalcHeight;
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if (isSet && calcTop < zCenter || locZ < calcTop || !id.Surface && !(canSwim && id.Wet))
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{
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continue;
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}
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zLow = tile.Z;
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zCenter = calcTop;
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var top = tile.Z + id.Height;
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if (!isSet || top > zTop)
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{
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zTop = top;
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}
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isSet = true;
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}
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if (!isSet)
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{
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zLow = zTop = locZ;
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}
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else if (locZ > zTop)
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{
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zTop = locZ;
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}
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}
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/// <summary>
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/// Mirrors MovementImpl.Check for static tiles only, parameterized by canSwim / cantWalk.
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/// Items and mobile collision phases are omitted.
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/// </summary>
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private static bool CheckStaticStep(
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Map map, int x, int y, Map.StaticTileEnumerable tiles, int startZ, int startTop,
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bool canSwim, bool cantWalk, out int newZ
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)
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{
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newZ = 0;
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if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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return false;
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}
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var landTile = map.Tiles.GetLandTile(x, y);
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var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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var impassable = (flags & TileFlag.Impassable) != 0;
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var landBlocks = (cantWalk || impassable) && !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
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var considerLand = !landTile.Ignored;
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map.GetAverageZ(x, y, out var landZ, out var landCenter, out _);
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var moveIsOk = false;
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var stepTop = startTop + StepHeight;
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var checkTop = startZ + PersonHeight;
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int testTop;
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foreach (var tile in tiles)
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{
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var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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var notWater = !itemData.Wet;
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// Mirrors MovementImpl: skip if not a passable surface AND not swimmable water,
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// OR if the mobile can't walk and this isn't water.
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if ((!itemData.Surface || itemData.Impassable) && (!canSwim || notWater)
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|| cantWalk && notWater)
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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 = itemZ;
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var ourZ = itemZ + itemData.CalcHeight;
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testTop = checkTop;
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if (moveIsOk)
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{
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var cmp = Math.Abs(ourZ - startZ) - Math.Abs(newZ - startZ);
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if (cmp > 0 || cmp == 0 && ourZ > newZ)
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{
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continue;
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}
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}
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if (ourZ + PersonHeight > testTop)
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{
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testTop = ourZ + PersonHeight;
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}
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if (!itemData.Bridge)
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{
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itemTop += itemData.Height;
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}
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if (stepTop < itemTop)
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{
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continue;
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}
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var landCheck = itemZ + Math.Min(itemData.Height, StepHeight);
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if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
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{
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continue;
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}
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if (StaticsBlockAt(map, x, y, ourZ, testTop))
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{
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continue;
|
|
}
|
|
|
|
newZ = ourZ;
|
|
moveIsOk = true;
|
|
}
|
|
|
|
if (!considerLand || landBlocks || stepTop < landZ)
|
|
{
|
|
return moveIsOk;
|
|
}
|
|
|
|
testTop = checkTop;
|
|
|
|
if (landCenter + PersonHeight > testTop)
|
|
{
|
|
testTop = landCenter + PersonHeight;
|
|
}
|
|
|
|
var shouldCheck = true;
|
|
|
|
if (moveIsOk)
|
|
{
|
|
var cmp = Math.Abs(landCenter - startZ) - Math.Abs(newZ - startZ);
|
|
|
|
if (cmp > 0 || cmp == 0 && landCenter > newZ)
|
|
{
|
|
shouldCheck = false;
|
|
}
|
|
}
|
|
|
|
if (shouldCheck && !StaticsBlockAt(map, x, y, landCenter, testTop))
|
|
{
|
|
newZ = landCenter;
|
|
moveIsOk = true;
|
|
}
|
|
|
|
return moveIsOk;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Mirrors the static-tile portion of IsOk: returns true if any static tile at (x,y)
|
|
/// has ImpassableSurface and overlaps the vertical range (ourZ, testTop).
|
|
/// </summary>
|
|
private static bool StaticsBlockAt(Map map, int x, int y, int ourZ, int testTop)
|
|
{
|
|
foreach (var check in map.Tiles.GetStaticAndMultiTiles(x, y))
|
|
{
|
|
var itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
|
|
|
|
if (itemData.ImpassableSurface)
|
|
{
|
|
var checkZ = check.Z;
|
|
var checkTop = checkZ + itemData.CalcHeight;
|
|
|
|
if (checkTop > ourZ && testTop > checkZ)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|