## 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.
31 lines
813 B
C#
31 lines
813 B
C#
using System;
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namespace Server.Engines.Pathing.Cache;
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/// <summary>
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/// Periodic backstop that enforces the StaticWalkabilityCache resident-chunk cap.
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/// Steady-state cost is a single early-return; only fires real work when the cache
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/// has overflowed MaxResidentChunks. Runs on the game thread; no locking required.
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/// </summary>
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public class CacheEvictionTimer : Timer
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{
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private static CacheEvictionTimer _instance;
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public static void Configure()
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{
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if (_instance != null)
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{
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return;
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}
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_instance = new CacheEvictionTimer();
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_instance.Start();
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}
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private CacheEvictionTimer() : base(TimeSpan.FromSeconds(60), TimeSpan.FromSeconds(60)) { }
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protected override void OnTick()
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{
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StepCache.Instance.EnforceLruCap();
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}
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}
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