## Summary Builds on PR #2446's cache-direct A*. The previous PR conservatively routed players + creatures with capability flags entirely through the slow path. This PR pushes that line: most mobile classes now use the cache, with the right rule set layered on top per-mobile, and the cache fast-path now does the dynamic items / mobiles check that PR #2446 had silently skipped. ## What changed - **Non-GM players** now use the cache. Diagonal corner-cut applies the strict AND-rule (BOTH cardinal partners walkable) by reading the same source-cell mask byte the creature OR-rule reads — both rules are evaluable from one byte. - **Creatures with `CanOpenDoors` / `CanMoveOverObstacles`** now use the cache. Reading `MovementImpl` confirmed those flags only affect dynamic items, never static tiles, so they were over-conservatively excluded before. - **Swim creatures** now use the cache via a capability overlay. `StepProbe` bakes a second rule set (`canSwim=true, cantWalk=true`) producing `WetMask` + `SwimZ_*`. The algorithm composes `effectiveMask = (walkMask & !cantWalk) | (wetMask & canSwim)` per direction; walk Z preferred when both apply. - **Dynamic-obstacle pass.** Cache fast-path now mirrors `MovementImpl`'s per-cell items + mobiles collision check (`GetItemsAt` / `GetMobilesAt` at the target cell, with `CanOpenDoors` / `CanMoveOverObstacles` / spell-field overrides). This closes a correctness gap from PR #2446 — the cache fast-path was silently skipping dynamic obstacles entirely. - **`StepCache.TryGetMask` returns `StepMask` struct** instead of 11 out parameters. `HitKind` rolls into the struct with an `IsHit` accessor. Sets up wet/swim without ballooning the call site. - **`StepChunk.MultiZCells` is lazy-init.** Most chunks are entirely single-Z; allocating the 32-byte bitmap up-front wasted ~256KB at full cap. - **Admin commands.** `[PathCacheStats` (resident chunks + hit/miss/eviction counters) and `[PathCacheClear` (drop everything, zero counters). - **Feature flag.** `bitmap_pathfinding_cache` (default true) gates the cache fast-path. Flipped off, every cell expansion routes to `MovementImpl` — equivalent to PR #2446's slow-path-only behavior. Safety net for shipping the new behavior. `RequiresSlowPath` shrinks to just `CanFly` — flying creatures Z-jump arbitrarily, which the cache's static-Z model can't accommodate.
40 lines
1.8 KiB
C#
40 lines
1.8 KiB
C#
using Server.Engines.Pathing.Cache;
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namespace Server.Engines.Pathing;
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/// <summary>
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/// Admin commands for inspecting and operating the pathfinding step cache.
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/// [PathCacheStats — current resident-chunk count + hit/miss/eviction telemetry.
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/// [PathCacheClear — drop all cached chunks and zero counters.
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/// </summary>
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public static class PathCacheCommands
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{
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public static void Configure()
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{
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CommandSystem.Register("PathCacheStats", AccessLevel.Administrator, OnPathCacheStats);
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CommandSystem.Register("PathCacheClear", AccessLevel.Administrator, OnPathCacheClear);
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}
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[Usage("PathCacheStats")]
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[Description("Reports StepCache resident-chunk count and hit/miss/eviction telemetry.")]
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private static void OnPathCacheStats(CommandEventArgs e)
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{
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var stats = StepCache.Instance.GetStats();
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var from = e.Mobile;
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from.SendMessage($"StepCache: {stats.ResidentChunks} chunks resident");
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from.SendMessage($" builds={stats.BuildsTotal} hits={stats.Hits}");
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from.SendMessage($" miss(notBuilt)={stats.MissesNotBuilt} miss(dirty)={stats.MissesDirtyRebuild}");
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from.SendMessage($" fallthru(multiZ)={stats.FallthroughMultiZ} fallthru(offMap)={stats.FallthroughOffMap} fallthru(srcZ)={stats.FallthroughSourceZMismatch}");
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from.SendMessage($" evictions(lruCap)={stats.EvictionsByLruCap}");
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}
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[Usage("PathCacheClear")]
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[Description("Drops all StepCache resident chunks and zeros the telemetry counters.")]
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private static void OnPathCacheClear(CommandEventArgs e)
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{
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var residentBefore = StepCache.Instance.GetStats().ResidentChunks;
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StepCache.Instance.Clear();
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e.Mobile.SendMessage($"StepCache cleared: {residentBefore} chunks dropped, counters reset.");
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}
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}
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