ModernUO/Projects/UOContent/Engines/Pathing/MovementPath.cs
Kamron Batman 9c11ccdb80
fix(pathfinding): stop opening every .swb twice at boot (#2548)
## Problem

Every map's `.swb` step cache was opened, indexed and logged **twice** on boot.

`MovementPath.Configure()` explicitly called `PathCacheCommands.Configure()` and `CacheEvictionTimer.Configure()`. Both are types exposing a public static parameterless `Configure()`, which `AssemblyHandler.Invoke("Configure")` already discovers and calls once each (`AssemblyHandler.cs:157`). So `PathCacheCommands.Configure()` ran twice, and `AutoLoadAtStartup()` with it. `PathCacheCommands.Configure()` called `PathfindRecorder.Configure()` the same way.

`TryOpenLazyReader` disposes the prior reader before replacing it, so there was no handle leak — but the header and full chunk index of each `.swb` were read twice (~48 MB of files across six facets). The expensive `.mul` hashing was already memoized, so it was not doubled.

## Fix

Consolidate the cache lifecycle into `Initialize`:

- `Configure()` keeps only settings and command registration.
- `Initialize()` opens the readers once, then prebakes only maps that still lack one.
- The post-bake reopen is per-map instead of a blanket `AutoLoadAtStartup()` — on a partial bake (some valid `.swb`, one stale) that would close and reopen the readers already open, a second double-open on a different path.

`Initialize` is the correct phase. `Configure` runs before `TileMatrixLoader.LoadTileMatrix()` and `World.Load()` (`Main.cs:458/460/463/465`), so opening a `.swb` there forced the lazy `Map.Tiles` property — the fingerprint hashes the map files — and built every `TileMatrix` ahead of the loader that owns it, possibly before `TileMatrix.Configure()` settled `Pre6000ClientSupport`. Both sit at the default call priority and the phase sort is unstable. Moving pathfinding out leaves nothing in `Configure` that touches `Map.Tiles`, closing that hazard; the other 22 `.Tiles` users in UOContent are all runtime paths.

Multis stay out of the bake by design — houses and boats are player data that moves, handled by the multi-aware path at query time.

## Logging

The per-map `StepCache: opened ... chunks indexed` line drops to `Debug`. Opening is the expected case; `BakeMap` already logs a rebuild at `Information`, and `Initialize` still emits `PathBake: pre-bake complete (N map(s) written)`.

## Verification

- `dotnet build Projects/UOContent` — 0 errors, 0 warnings.
- `dotnet test --filter FullyQualifiedName~Pathfinding` — **123 passed, 0 failed**.

Boot logs should now show one `opened` line per map at `Debug`, none at `Information`.
2026-07-25 13:07:20 -07:00

118 lines
2.9 KiB
C#

using System;
using System.Diagnostics;
using Server.Engines.Pathing;
using Server.Engines.Pathing.Cache;
using Server.Items;
using Server.PathAlgorithms;
using Server.Spells;
using Server.Targeting;
namespace Server;
public sealed class MovementPath
{
public MovementPath(Mobile m, Point3D goal)
{
var start = m.Location;
var map = m.Map;
Map = map;
Start = start;
Goal = goal;
if (map == null || map == Map.Internal)
{
return;
}
if (Utility.InRange(start, goal, 1))
{
return;
}
try
{
var alg = OverrideAlgorithm ?? BitmapAStarAlgorithm.Instance;
if (alg?.CheckCondition(m, map, start, goal) == true)
{
Directions = alg.Find(m, map, start, goal);
}
}
catch (Exception e)
{
Console.WriteLine("Warning: {0}: Pathing error from {1} to {2}", e.GetType().Name, start, goal);
}
}
public Map Map { get; }
public Point3D Start { get; }
public Point3D Goal { get; }
public Direction[] Directions { get; }
public bool Success => Directions?.Length > 0;
public static PathAlgorithm OverrideAlgorithm { get; set; }
public static void Configure()
{
CommandSystem.Register("Path", AccessLevel.GameMaster, Path_OnCommand);
}
[Usage("Path")]
[Description("Draws a path from your current location to a targeted location.")]
public static void Path_OnCommand(CommandEventArgs e)
{
e.Mobile.BeginTarget(-1, true, TargetFlags.None, Path_OnTarget);
e.Mobile.SendMessage("Target a location and a path will be drawn there.");
}
private static void Path(Mobile from, IPoint3D p, PathAlgorithm alg, string name, int zOffset)
{
OverrideAlgorithm = alg;
var watch = new Stopwatch();
watch.Start();
var path = new MovementPath(from, new Point3D(p));
watch.Stop();
if (!path.Success)
{
from.SendMessage($"{name} path failed: {watch.ElapsedMilliseconds}ms");
}
else
{
from.SendMessage($"{name} path success: {watch.ElapsedMilliseconds}ms");
var x = from.X;
var y = from.Y;
var z = from.Z;
WayPoint waypoint = null;
for (var i = 0; i < path.Directions.Length; ++i)
{
Movement.Movement.Offset(path.Directions[i], ref x, ref y);
waypoint = new WayPoint(waypoint);
waypoint.MoveToWorld(new Point3D(x, y, z + zOffset), from.Map);
}
}
}
public static void Path_OnTarget(Mobile from, object targeted)
{
if (targeted is not IPoint3D p)
{
return;
}
SpellHelper.GetSurfaceTop(ref p);
Path(from, p, BitmapAStarAlgorithm.Instance, "Bitmap", 0);
OverrideAlgorithm = null;
}
}