## Summary Phase #2 of the `.swb` step-cache size-reduction roadmap (after #2465, v5 uniform elision). Stores the 16 base directional Z arrays as masked residuals against each cell's own SourceZ and omits any array that matches its prediction. Lossless, byte-identical reconstruction. Trammel: 231.9 MB → 124.7 MB (−46%). ## Details - Predictor: `predict = mask bit ? SourceZ : 0` (matches the baker's 0 on unwalkable directions); residual `Z − predict` via unchecked two's-complement (byte-exact for all inputs); reconstruct `Z = predict + residual`. - A `u16 ZArrayMask` flags which of the 16 base arrays differ from prediction; matching arrays are omitted and synthesized from mask + SourceZ at read. - Serializer-layer only: StepChunk, the cache, the algorithm, and the baker are unchanged. - Format v6; v5 files rejected and re-baked once. ## Tests 21 v6 unit tests; full pathfinding suite green; Release build clean.
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253 lines
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Markdown
# Pathfinding architecture, configuration, and tuning levers
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How creatures navigate in ModernUO: the algorithm, the static-walkability cache, the AI
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integration, the configuration knobs, and what to tell shard owners on different hardware.
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Written so a future contributor (human or AI) can reason about the system without re-deriving
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it from the code.
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## The stack (top to bottom)
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```
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BaseAI movement (AIMovement.cs: MoveTo / WalkMobileRange → ApproachTarget)
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│ builds/keeps a
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▼
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PathFollower (Engines/Pathing/PathFollower.cs) — owns a MovementPath, walks it, repaths
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│ constructs a
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▼
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MovementPath (Engines/Pathing/MovementPath.cs) — thin wrapper; calls the algorithm once
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│ calls
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▼
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BitmapAStarAlgorithm.Find (Engines/Pathing/BitmapAStarAlgorithm.cs) — windowed A*
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│ per cell expansion asks
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▼
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StepCache (Engines/Pathing/Cache/) — static per-chunk walkability bitmaps (+ optional .swb)
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│ on cache miss / non-default walker, falls through to
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▼
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MovementImpl.CheckMovement (the per-direction "slow path")
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```
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There is **one** pathfinding algorithm now: `BitmapAStarAlgorithm`. The old `FastAStarAlgorithm`
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was removed. Its behavior survives as the **slow path** inside BitmapAStar
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(`GetSuccessorsSlowPath` → `CheckMovement`), which is what runs on a cache miss or when the
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cache is disabled (see Levers). So "no cache" ≈ "old FastAStar", not a missing capability.
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## AI integration: `BaseAI.ApproachTarget`
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All creature goal-seeking funnels through one primitive (`AIMovement.cs`). `MoveTo` (combat
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chase, AOS follow) and `WalkMobileRange` → `MoveTowardsOrAwayFrom` (pet come/follow, most
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combat AIs) both delegate to `ApproachTarget(target, run, range)`.
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Per think-tick decision:
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1. **Greedy fast path** — if no path is active and the target is in LOS, take one direct step.
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It only counts as progress when the move *fully succeeds* (`MoveResult.Success`) **and**
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actually gets closer. A blocked step or an auto-turn *sidestep* (`SuccessAutoTurn`) that
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didn't reduce distance does **not** count — it falls through to the planner. (This is the
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fix for the old "pace back and forth at a concave obstacle" bug: a sidestep used to be
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mistaken for progress and discard the path.)
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2. **Planner** — commit to a persistent `PathFollower` (kept across ticks, never discarded by a
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greedy step) and follow it around the obstacle.
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3. **Give-up / idle** — a best-distance stall counter (`ApproachGiveUpTicks = 40`,
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`AIMovement.cs`) idles a creature that can't lower its closest-ever distance to a
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**stationary** goal, so it stops shuffling on a genuinely unreachable target. A **moving**
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goal (active chase) resets the baseline every tick and never gives up.
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Open terrain stays on the greedy fast path and never builds a `PathFollower` — pathfinding only
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engages when greedy movement stalls.
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## The algorithm: windowed A* with hard limits
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`BitmapAStarAlgorithm` (`Find`) is a **bounded local** pathfinder, not a global one. Key
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constants:
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| Constant | Value | Meaning |
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|---|---|---|
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| `AreaSize` | 38 | Search is a 38×38 box **centered on the midpoint of start+goal**. Every path cell must lie within ~19 tiles of that midpoint. |
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| `MaxSearchNodes` | 1000 (settable) | Max node expansions per `Find` before bailing — a per-pathfind CPU bound on the single game thread. |
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| `PlaneCount`/`PlaneHeight`/`PlaneOffset` | 13 / 20 / 128 | Z handling: 13 planes × 20 height, offset 128 → multi-Z (stairs) representable when it fits the window. |
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**Consequences (these are by-design limits, not bugs):**
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- The window is sized by the **straight-line** start↔goal span, *not* the route. When start and
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goal are close but separated by a big obstacle (around a building, or one floor up via remote
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stairs), the real detour can fall outside the 38-box and is unfindable at any budget.
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Verified example: pet at `(1443,1568,30)` → owner upstairs `(1444,1566,50)` Trammel returns
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`null` at every budget (300→3000). That class needs higher-level handling (waypoints, or pets
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teleporting to master when they can't path — classic UO behavior), not a bigger A*.
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- `MaxSearchNodes` only bounds **long / failed** searches; successful open paths terminate on
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goal-found and never approach it. Sizing data (Release, BDN, `MaxSearchNodesBenchmarks`):
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open path ~2 µs at every budget; a ~33-step indoor detour needs ≥ ~500 expansions (NULL
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below); an unreachable search's cost rises then plateaus when it exhausts the window
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(~1500–1700 nodes). **1000 is near-optimal**: above the ~500 needed for indoor detours, below
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the window-exhaustion ceiling, so a failed search at 1000 costs ~79 µs (Release) and bails
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before the ~185 µs full-exhaustion cost. Raising it past ~1500 buys nothing.
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Internal A* working buffers (`_nodes` ~18,772 entries, `_nodeStates`, `_path`, `_successors`,
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`_openQueue`) are `static` singletons reused every call — **zero allocation**. The only
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intentional per-call allocation is the returned `Direction[]` path (handed off to the
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`PathFollower` and read across ticks until repath/arrival).
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## The StepCache (static walkability)
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`StepCache` stores, per map chunk, a precomputed bitmap of which of the 8 directions are
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walkable from each cell plus the destination Z — so a default walker's cell expansion is one
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`TryGetMask` lookup instead of 8 `CheckMovement` calls. Cells the cache can't model (multi-Z
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fallthroughs, non-default walkers: fliers, non-GM players, swim/door/clip capabilities) fall
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through to the slow path for that one cell.
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- **Warming is on-demand and second-touch gated.** A chunk is built when a *second* distinct
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pathfind touches it (avoids building chunks a one-off search will never reuse). Until built,
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touches fall through to the slow path.
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- **Memory is bounded, not unbounded.** Resident chunks are LRU-capped at
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`pathfinding.maxResidentChunks` (default 8192 ≈ ~40 MB). It ramps to the cap and *plateaus*;
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it does not grow forever.
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- **Steady-state win:** once warm, BitmapAStar is **2–5× faster than the old FastAStar** at zero
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allocation (BDN `PathfindBenchmarks`, `LazyWarm`/`WarmNoFile` providers).
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- **Cold cost:** with the cache *on* but never warm (every search a first-touch), it is ~1.15–
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1.25× *slower* than FastAStar (the per-cell probe overhead without payoff). This is the
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transient first-pathfind-per-region case, not steady state.
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### `.swb` baked files (optional)
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`[PathBake` / `[PathCacheSave` write a `<mapId>.swb` per map; `[PathCacheLoad` (and startup
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auto-load) open them as **lazy** backing stores — only the header + chunk-offset index is read
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up front (~16 B/chunk); individual chunks are fetched on demand and remain LRU-capped, so
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**RAM stays bounded by `maxResidentChunks` regardless of file size.** The only thing a baked
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file buys is **zero first-pathfind-after-boot latency** for a region (chunks reload from file
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instead of being rebuilt by the runtime baker).
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**Disk cost is large — measured, not the stale ~25 MB some older notes claim:** Trammel
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(`1.swb`) is **~565 MB**. Felucca is comparable; all six facets together are on the order of
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**~1.5–2 GB**. Baking is therefore a heavy, opt-in operation for serious shards with disk to
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spare — **do not ship `.swb` files, and do not bake by default.** (If that footprint seems
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wrong for what it stores, the file format is worth auditing separately — it is far above what
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the format's design notes projected.)
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## Configuration levers
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| Lever | Where | Default | Effect |
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|---|---|---|---|
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| `pathfinding.enable` | `PathFollower.Configure` | `true` | Master switch for `PathFollower` pathfinding. Off → greedy/auto-turn only, no A* at all. |
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| `bitmap_pathfinding_cache` feature flag (`ContentFeatureFlags.BitmapPathfindingCache`, `Server.Systems.FeatureFlags`) | `FeatureFlagManager` | `true` | Off → `BitmapAStar` routes straight to the slow path with **no cache probe and no warming memory**. ≈ old FastAStar at ~1×. |
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| `pathfinding.maxResidentChunks` | `PathCacheCommands.Configure` | 8192 (~40 MB) | LRU cap on resident chunks = the warming-memory ceiling. Lower it (e.g. 512–1024 ≈ 2.5–5 MB) on small shards. |
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| `pathfinding.maxSearchNodes` | `PathCacheCommands.Configure` → `BitmapAStarAlgorithm.MaxSearchNodes` | 1000 | A* per-Find node-expansion budget. See limits above; ~1000 is the sweet spot. |
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| `PathFollower` `RepathDelay` | `PathFollower.cs` (const) | 2 s | Throttle: a moving goal re-`Find`s at most ~once per 2 s; a stationary reachable goal is pathed once and reused until arrival. Not a setting (compile-time). |
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### Default configuration (recommended)
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Cache **on**, warm-on-demand, **no `.swb`**. Most shards get the 2–5× steady-state win for
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free, with warming memory plateau-capped at ~40 MB. `.swb` baking stays opt-in for large shards
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that care about first-pathfind-after-boot latency and can spend ~1.5–2 GB of disk.
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### Small / crappy-hardware shards — the spectrum
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| Config | Perf | Memory | Disk |
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|---|---|---|---|
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| `bitmap_pathfinding_cache = false` | ≈1× (old FastAStar) | **0** cache RAM | 0 |
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| Cache on, `maxResidentChunks` low (~512) | ~2–5× on hot regions | ~few MB | 0 |
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| Cache on, default cap (8192) | 2–5× warm | ~40 MB plateau | 0 |
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| Cache on + baked `.swb` | + zero first-pathfind-after-boot latency | ~40 MB + index | **~1.5–2 GB** |
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The key point for RAM-starved boxes: **disabling the cache is not a regression** — it's the old
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FastAStar behavior at ~1× with zero warming memory (the slow path does the same per-cell work,
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and with the flag off there's no probe overhead). The `CacheOffBenchmarks` in the benchmark repo
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exists to prove this (ratio ≈ 1.0 vs the vendored FastAStar baseline).
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## Diagnostics & tooling
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- **`[PathCacheStats`** — resident-chunk count + hit/miss/eviction telemetry. Watch
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`evictions(lruCap)` on a live shard to see if the working set exceeds the cap.
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- **`[PathCacheClear`** — drop residents + zero counters.
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- **`[PathBake [mapId]` / `[PathCacheSave` / `[PathCacheLoad`** — produce / persist / lazy-open
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`.swb` files (see disk cost above).
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- **`[PathRecord on|off|flush`** — capture every `Find` as JSONL (replay / benchmark corpus).
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- **`MapDump`** (`ModernUO-Tools/TerrainAnalyzer/`, see its `MapDump.md`) — offline UO
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client-file inspector (`dump`/`scan`/`floors` modes) for diagnosing whether a route exists and
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whether it fits the 38-tile window. Read raw geometry, then confirm with a real `Find` in a
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test.
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- **Benchmarks** (`ModernUO-Benchmarks/Benchmarks/PathfindInGame/`, BenchmarkDotNet, Release):
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`PathfindBenchmarks` (BitmapAStar vs FastAStar × 4 cache providers × corpus),
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`MaxSearchNodesBenchmarks` (budget sweep), `CacheOffBenchmarks` (flag-off ≈ FastAStar). Use
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these to validate any change to the defaults above against the recorded corpus.
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## Testing notes
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- Pathfinding tests live in `Projects/UOContent.Tests/Tests/Engines/Pathing/` and
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`.../Mobiles/AI/ApproachTargetTests.cs`, in the `Sequential Pathfinding Tests` collection
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(the A* statics are not reentrant). They run against the live Trammel `TileMatrix`.
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- Run in **Debug or Release** — both work since the `PathfindingTestFixture` data-copy was fixed
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to use a project-relative path (`UOContent.Tests.csproj`); historically Release threw an NRE
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because `Data/skills.json` wasn't copied to the Release bin.
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## Future work
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### Cache / bake (deferred follow-ups)
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- **Background-thread bake.** Build chunks off the game thread so even *promoted* chunks don't
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pay the ~700 µs build cost on the main thread. Rule 10 (no `Task.Run`/`new Thread()` in game
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code) applies — the bake itself is a pure data transform, but the main-thread synchronization
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on chunk-state transitions (resident map insert, LRU bookkeeping, generation gate) has to be
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threaded through carefully. Needs its own design; defer.
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- **Long-traverse BDN scenario.** A multi-`Find` benchmark simulating ~50 pet repaths across
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chunk transitions, to exercise the gate under sustained cross-chunk movement. Requires
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restructuring the bench harness (it's currently one `Find` per scenario); the existing
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corpus + `Cold` provider already covers the single-Find gate, so this is lower priority.
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- **Swim `SourceZ` bake.** The corpus sea-serpent scenario shows ~56 B allocation on warm paths
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because the cache's `SourceZ` is computed under default-walker rules, so swim creatures fall
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through to the slow path. Baking swim-aware source Z (or a swim stratum) would let them hit
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the cache. Independent of the size-reduction work below.
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### `.swb` size reduction (the ~565 MB → tens of MB roadmap)
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The v2 format stores every 16×16 chunk as a flat ~5,393-byte record, uncompressed, with no
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uniform-region elision — so Trammel's ~114,688 chunks × 5.4 KB ≈ ~565 MB, and ocean / Green
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Acres / void cost the same as dense dungeon. Three **independent, separately-shippable** wins,
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all of which preserve seekable random reads (compress at chunk/sector granularity, never
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whole-file) and bounded RAM (only touched chunks materialize, LRU-capped):
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1. **Uniform-chunk elision** (biggest ratio, lowest risk). A chunk whose 256 cells share one
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mask + Z is stored as a few bytes (flag + mask + Z) instead of 5,393. Pairs with a two-level
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**sector index** so a uniform super-sector (open ocean) collapses to a single entry — UO's
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16-tile sectors nest cleanly inside.
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2. **Predictive (lossless) Z residuals** — *shipped as format v6.* Kills the bulk of the 16
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base directional Z arrays in Full chunks. Each array is stored as a **masked residual**
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against the cell's **own `SourceZ`**: predict `mask bit ? SourceZ : 0` (the mask term matches
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the baker, which leaves non-walkable directional slots at `0`), residual `= Z − predict` via
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unchecked two's-complement (byte-exact for all inputs). A new u16 `ZArrayMask` flags which of
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the 16 arrays differ from their prediction; an array that matches everywhere (flat terrain —
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including partial-walkability coastlines with nonzero `SourceZ`) is **omitted entirely** and
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synthesized from `mask + SourceZ` at read. Reconstruct `Z = predict + residual` → byte-identical
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in-memory `StepChunk`, so **no runtime recompute and no risk of diverging from `MovementImpl`**.
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Self-prediction (not a neighbor) keeps chunk independence. The residual *subtraction* itself
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saves ~0 bytes (a residual is still 1 byte/cell); the win is the per-array elision, and leaving
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non-elided arrays in residual form makes #3 a pure codec add (no further transform/format bump).
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Swim-layer + strata trailers stay absolute, deferred to #3.
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3. **Per-chunk block compression + index compaction.** zstd/deflate each chunk record
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independently (index already carries a per-chunk `length`; reader decompresses one chunk on
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read). At 256-cell granularity the **index overhead** then dominates (20 B/chunk ×
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114 K ≈ 2.3 MB), so compact it in the same pass: chunks in fixed sweep order → implicit keys,
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delta-encoded offsets, lengths derivable → ~2–4 B/chunk.
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**Do first:** a uniformity audit over a baked facet (how many chunks are fully uniform / have
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all-zero Z residuals?) to size the #1/#2 win before writing any format code. Each technique is a
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clean v3 format bump; `MinSupportedVersion` already silently rejects + overwrites older files.
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Validate size **and** read-latency vs the corpus in the benchmark repo after each.
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**Measured headroom (Trammel).** Two measurements, both 2026-06-06:
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- *Pre-swim audit (v2 spike, indicative):* directional-Z is **95.2% zero-residual for WalkZ**,
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**38.1% for SwimZ** vs `SourceZ` (→ #2; swim wants its own predictor or leans on #3). The
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spike's combined size projection double-counted and is superseded by the calibration below.
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- *Calibrated on the real v4/v5 format (`SaveToFile`-measured):* 114,688 chunks; **62.7% fully
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uniform** (swim-aware → #1 elides these), **8.9% carry a swim layer** and **1.8% strata**
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(both stay Full). **#1 alone: 592.2 MB → 231.9 MB (−61%), actual on-disk.** The residual is
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~150 MB of non-uniform land Z-blocks (→ #2 predictive-Z) + ~81 MB of swim-layer trailers
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(→ #2/#3). Confirms build order **#1 → #2 → #3**, with #1 the dominant, lowest-risk,
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no-algorithm-change win (shipped as format v5).
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- *Calibrated v6 (`BakeMap`-measured, full Trammel, `MaxResidentChunks` raised above 114,688):*
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**#2 predictive-Z: 231.9 MB → 124.7 MB (−46%, −107 MB; −78% vs the original 565 MB).** Of the
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42,775 Full chunks (71,913 are Uniform), **walk directional-Z arrays elide 47.7%** and **swim
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arrays elide 87.6%** (per-array, not per-cell — one slope cell keeps a 256-byte array, which is
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why the per-array rate trails the 95.2% per-cell zero-residual). Remaining v6 bytes are dominated
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by present walk-residual blocks (~46 MB, mostly ±1..3 + zeros → highly compressible), the
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per-Full-chunk mask/SourceZ base (~33 MB), and absolute swim-layer trailers (~26 MB) — all prime
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targets for #3 per-chunk compression.
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