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