ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/StepCacheFileTests.cs
Kamron Batman 9d26a44a28
fix: Fixes pathfinding prebake and pathfinding multi-fallthrough. (#2478)
## Summary

Fixes the pathfinding step-cache (`.swb`) prebake so it bakes **once** and skips when a valid cache already exists, instead of re-baking on every boot. The root cause was the staleness fingerprint hashing mutable in-memory tile data rather than the on-disk files. This PR makes the fingerprint a pure function of the client data files and separates dynamic multis (houses/boats) from the static cache.

> This branch builds on the `ConfigurePrompts` first-boot-prompt unification (commit `5df8d0bd`, also included here) — that commit accounts for the `ServerConfiguration.cs` and `dev-docs/server-lifecycle.md` changes in the diff.

## The bug

With `pathfinding.prebakeMaps` set, the cache re-baked on **every** boot. The `.swb` staleness fingerprint hashed the live `TileData.LandTable`/`ItemTable` flags, which the server patches at runtime (`ItemFixes`, `LOSBlocker`, `PotionKeg`, `CTF`) at nondeterministic lifecycle points (Initialize-phase methods share a priority; static ctors fire lazily). So a fingerprint stamped at runtime (`[PathBake`) never matched the one recomputed during startup `Initialize()`, and the cache rebaked every time.

## Changes

**1. Fingerprint the files, not the in-memory tables** (`fix`)
Hash `tiledata.mul` (cached, computed once) plus the per-map `.mul`/`.uop` files — never the runtime-mutated `TileData` tables. The fingerprint is now lifecycle-stable. Existing `.swb` files rebake once after deploy, then stay stable.

**2. Compute the fingerprint once per boot** (`refactor`)
`Configure()`'s `AutoLoadAtStartup()` already opens and fingerprint-validates a reader for every up-to-date `.swb`. `Initialize()` now skips baking any map that already has an open reader (`StepCache.HasLazyReader`) instead of recomputing the fingerprint a second time.

**3. Bake static-only; route multis to the live path** (`refactor`)
Multis (houses/boats) are dynamic, so they're no longer baked into the static chunk cache — they were tagged with `BuiltMultisVersion`, a non-persisted session counter, which made persisting them unsafe (false matches / wasted re-bakes).
- Chunks bake land + `statics.mul` only.
- At query time, any cell whose sector (or its 1-cell halo) contains a multi routes to `Fallthrough_Multi` → the existing live, multi-aware `CheckMovement` path. The halo prevents a cell proposing a walkable edge into a neighbouring wall; interior (multi-free) cells pay one sector lookup.
- Adds `Sector.HasMultis` (one engine accessor); `.swb` format → v9 (rejects old multi-baked files); new `Fallthrough_Multi` telemetry.
- Behaviour-preserving: multis use the same live path the engine used before the cache existed.

**4. Comment polish** (`style`) — no behaviour change.

## Testing

All green: **92** pathfinding (incl. a new fingerprint-stability test and a multi-halo fallthrough test), **423** UOContent, **708** Server.

## Follow-ups (not in this PR)

- **Background bake worker** — make `[PathBake` and the boot prebake non-blocking (game thread serves tile reads to an off-thread worker).
- **Per-multi MCL cache** — cache walkability in each multi's own frame (keyed by multiID, movement-invariant) so houses/boats get a fast path instead of the live fallback.
- **House-pathfinding equivalence tests** — the one area not yet covered by a dedicated automated test; multi pathing is currently correct by delegation to the live path.
2026-06-08 11:59:24 -07:00

444 lines
16 KiB
C#

using System;
using System.IO;
using Server.Engines.Pathing.Cache;
using Xunit;
namespace Server.Tests.Pathfinding;
[Collection("Sequential Pathfinding Tests")]
public class StepCacheFileTests
{
/// <summary>
/// Round-trip a populated cache through a .swb file under lazy loading: build chunks,
/// save, clear (closes lazy readers + drops residents), open as lazy backing store,
/// then re-query and verify chunks come back from the file (not the runtime baker).
/// </summary>
[Fact]
public void RoundTrip_LazyLoad_PreservesChunkMaskAndZ()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1; // eager build to populate chunks for save
var map = Map.Maps[1];
Assert.NotNull(map);
// Populate three distinct chunks by querying different sectors. Query at each cell's
// real standable surface Z (where the cache anchors) so first-touch yields a clean
// hit rather than an off-surface fallthrough.
var sourceQueries = new[] { (1500, 1600), (1516, 1600), (1500, 1616) };
var standZ = new sbyte[sourceQueries.Length];
{
Span<sbyte> surfZ = stackalloc sbyte[16];
for (var i = 0; i < sourceQueries.Length; i++)
{
var (qx, qy) = sourceQueries[i];
var n = StepProbe.ComputeStandableSurfaceZs(map, qx, qy, surfZ);
Assert.True(n > 0, $"({qx},{qy}) has no standable surface — bad test cell");
standZ[i] = surfZ[0];
}
}
for (var i = 0; i < sourceQueries.Length; i++)
{
var (x, y) = sourceQueries[i];
cache.TryGetMask(map, x, y, standZ[i]);
}
Assert.Equal(3, cache.GetStats().ResidentChunks);
Assert.Equal(3L, cache.GetStats().BuildsTotal);
// Snapshot the answers we expect to recover after round-trip.
var expected = new StepMask[sourceQueries.Length];
for (var i = 0; i < sourceQueries.Length; i++)
{
var (x, y) = sourceQueries[i];
expected[i] = cache.TryGetMask(map, x, y, standZ[i]);
}
var path = Path.Combine(Path.GetTempPath(), $"step-cache-roundtrip-{Guid.NewGuid():N}.swb");
try
{
var written = cache.SaveToFile(path, map.MapID);
Assert.Equal(3, written);
cache.Clear();
Assert.Equal(0, cache.GetStats().ResidentChunks);
Assert.True(cache.TryOpenLazyReader(path, map.MapID));
Assert.Equal(1, cache.OpenLazyReaderCount);
// Lazy: opening doesn't materialize chunks, so the resident set stays empty
// until we query.
Assert.Equal(0, cache.GetStats().ResidentChunks);
Assert.Equal(0L, cache.GetStats().BuildsTotal);
// Sanity: the lazy reader's index covers each chunk we're about to query.
foreach (var (x, y) in sourceQueries)
{
Assert.True(cache.LazyReaderHasChunk(map.MapID, x >> 4, y >> 4),
$"lazy reader missing chunk ({x >> 4},{y >> 4})");
}
for (var i = 0; i < sourceQueries.Length; i++)
{
var (x, y) = sourceQueries[i];
var lookup = cache.TryGetMask(map, x, y, standZ[i]);
Assert.Equal(CacheHitKind.Miss_NotBuilt, lookup.HitKind);
Assert.Equal(expected[i].WalkMask, lookup.WalkMask);
Assert.Equal(expected[i].WetMask, lookup.WetMask);
Assert.Equal(expected[i].WalkZ_N, lookup.WalkZ_N);
Assert.Equal(expected[i].WalkZ_NW, lookup.WalkZ_NW);
}
Assert.Equal(0L, cache.GetStats().BuildsTotal);
Assert.Equal(3, cache.GetStats().ResidentChunks);
}
finally
{
cache.Clear(); // Releases the FileStream so the delete below succeeds on Windows.
if (File.Exists(path))
{
File.Delete(path);
}
}
}
[Fact]
public void TryOpenLazyReader_MissingFile_ReturnsFalse()
{
var cache = StepCache.Instance;
cache.Clear();
var path = Path.Combine(Path.GetTempPath(), $"step-cache-missing-{Guid.NewGuid():N}.swb");
Assert.False(cache.TryOpenLazyReader(path, mapId: 1));
Assert.Equal(0, cache.OpenLazyReaderCount);
}
/// <summary>
/// HasLazyReader is the boot prebake's skip predicate (PathCacheCommands.Initialize): a map
/// with an open, fingerprint-valid reader needs no bake. Lock the open/clear contract.
/// </summary>
[Fact]
public void HasLazyReader_TracksOpenAndClear()
{
var cache = StepCache.Instance;
cache.Clear();
var map = Map.Maps[1];
Assert.NotNull(map);
Assert.False(cache.HasLazyReader(map.MapID));
// Build + save a chunk so there's a valid .swb to open.
cache.MissPromotionThreshold = 1;
Span<sbyte> surfZ = stackalloc sbyte[16];
Assert.True(StepProbe.ComputeStandableSurfaceZs(map, 1500, 1600, surfZ) > 0);
cache.TryGetMask(map, 1500, 1600, surfZ[0]);
var path = Path.Combine(Path.GetTempPath(), $"step-cache-haslazy-{Guid.NewGuid():N}.swb");
try
{
Assert.True(cache.SaveToFile(path, map.MapID) > 0);
cache.Clear();
Assert.False(cache.HasLazyReader(map.MapID));
Assert.True(cache.TryOpenLazyReader(path, map.MapID));
Assert.True(cache.HasLazyReader(map.MapID)); // open → true
cache.Clear();
Assert.False(cache.HasLazyReader(map.MapID)); // clear closes the reader → false
}
finally
{
cache.Clear();
if (File.Exists(path))
{
File.Delete(path);
}
}
}
[Fact]
public void TryOpenLazyReader_BadMagic_ReturnsFalse()
{
var cache = StepCache.Instance;
cache.Clear();
var path = Path.Combine(Path.GetTempPath(), $"step-cache-badmagic-{Guid.NewGuid():N}.swb");
try
{
File.WriteAllBytes(path, new byte[]
{
0xDE, 0xAD, 0xBE, 0xEF,
0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00
});
Assert.False(cache.TryOpenLazyReader(path, mapId: 1));
Assert.Equal(0, cache.OpenLazyReaderCount);
}
finally
{
if (File.Exists(path))
{
File.Delete(path);
}
}
}
[Fact]
public void TryOpenLazyReader_FingerprintMismatch_ReturnsFalse()
{
var cache = StepCache.Instance;
cache.Clear();
var map = Map.Maps[1];
cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
var path = Path.Combine(Path.GetTempPath(), $"step-cache-stalehash-{Guid.NewGuid():N}.swb");
try
{
cache.SaveToFile(path, map.MapID);
// Corrupt the Fingerprint field at byte offset 12 (Magic[4] + Version[4] + MapId[4]).
var bytes = File.ReadAllBytes(path);
for (var i = 12; i < 20; i++)
{
bytes[i] ^= 0xFF;
}
File.WriteAllBytes(path, bytes);
cache.Clear();
Assert.False(cache.TryOpenLazyReader(path, map.MapID));
Assert.Equal(0, cache.OpenLazyReaderCount);
}
finally
{
if (File.Exists(path))
{
File.Delete(path);
}
}
}
/// <summary>
/// The lazy reader holds a FileStream open. Saving 100 chunks then opening them all
/// must NOT materialize any of them in the resident set — that's the whole point of
/// lazy loading on RAM-constrained shards. A query for one specific chunk pulls only
/// that one chunk into memory.
/// </summary>
[Fact]
public void LazyReader_DoesNotMaterializeUntilQueried()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1; // eager build to populate chunks for save
var map = Map.Maps[1];
Assert.NotNull(map);
// Populate a handful of chunks.
var coords = new[]
{
(1500, 1600), (1516, 1600), (1500, 1616), (1516, 1616), (1532, 1600)
};
foreach (var (x, y) in coords)
{
cache.TryGetMask(map, x, y, sourceZ: 10);
}
var path = Path.Combine(Path.GetTempPath(), $"step-cache-lazy-{Guid.NewGuid():N}.swb");
try
{
Assert.Equal(coords.Length, cache.SaveToFile(path, map.MapID));
cache.Clear();
Assert.True(cache.TryOpenLazyReader(path, map.MapID));
// Open succeeded — but no chunks resident yet.
Assert.Equal(0, cache.GetStats().ResidentChunks);
// Query one specific chunk: only that chunk lands in the resident set.
cache.TryGetMask(map, coords[0].Item1, coords[0].Item2, sourceZ: 10);
Assert.Equal(1, cache.GetStats().ResidentChunks);
Assert.Equal(0L, cache.GetStats().BuildsTotal); // resolved from file, not baker
}
finally
{
cache.Clear();
if (File.Exists(path))
{
File.Delete(path);
}
}
}
/// <summary>
/// First-touch on a chunk that the lazy reader can satisfy must NOT route through the
/// miss tracker — file-loaded chunks represent an explicit prior decision to keep
/// them warm. This guards the deployment shape where an admin ships .swb files and
/// expects the very first NPC pathfind in any region to use cache (not slow path).
/// </summary>
/// <summary>
/// A chunk with an injected swim layer must serialize and deserialize via the lazy
/// reader without losing the layer. Validates v3 file format end-to-end: swim layer
/// fields survive Save → Clear → LazyOpen → first-touch query.
/// </summary>
[Fact]
public void SwimLayer_RoundTrips_ThroughLazyReader()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1;
var map = Map.Maps[1];
Assert.NotNull(map);
// Build a chunk and inject a synthetic swim layer onto cell (1500, 1600).
cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
var chunksField = typeof(StepCache).GetField(
"_chunks",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
);
var chunks = (System.Collections.Generic.Dictionary<long, StepChunk>)chunksField!.GetValue(cache)!;
var key = StepCache.EncodeKey(map.MapID, 1500 >> 4, 1600 >> 4);
var chunk = chunks[key];
chunk.AllocateSwimLayer();
var cellIndex = ((1600 - ((1600 >> 4) << 4)) << 4) | (1500 - ((1500 >> 4) << 4));
chunk.SwimSourceZ[cellIndex] = -7;
chunk.SwimMask[cellIndex] = 0b0000_1111;
chunk.SwimZN_Layer[cellIndex] = -7;
chunk.SwimZNE_Layer[cellIndex] = -7;
chunk.SwimZE_Layer[cellIndex] = -7;
chunk.SwimZSE_Layer[cellIndex] = -7;
var path = Path.Combine(Path.GetTempPath(), $"step-cache-swim-{Guid.NewGuid():N}.swb");
try
{
Assert.Equal(1, cache.SaveToFile(path, map.MapID));
cache.Clear();
cache.MissPromotionThreshold = 1;
Assert.True(cache.TryOpenLazyReader(path, map.MapID));
// Pull the chunk back via a query at swim Z; the layer must hit and serve our
// injected mask. Walk-Z query of the same cell should still hit the walk
// layer with whatever the bake produced.
var swim = cache.TryGetMask(map, 1500, 1600, sourceZ: -7);
Assert.True(swim.IsHit);
Assert.Equal((byte)0, swim.WalkMask);
Assert.Equal((byte)0b0000_1111, swim.WetMask);
Assert.Equal((sbyte)-7, swim.SwimZ_N);
Assert.Equal((sbyte)-7, swim.SwimZ_E);
}
finally
{
cache.Clear();
if (File.Exists(path))
{
File.Delete(path);
}
}
}
/// <summary>
/// PreloadOnLazyOpen=true must materialize every chunk in the .swb file into the
/// resident set immediately, eliminating first-touch file-read latency. Counterpart
/// to <see cref="LazyReader_DoesNotMaterializeUntilQueried"/> which proves the
/// default lazy behavior.
/// </summary>
[Fact]
public void TryOpenLazyReader_WithPreloadFlag_MaterializesAllChunksImmediately()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1;
var map = Map.Maps[1];
Assert.NotNull(map);
var coords = new[]
{
(1500, 1600), (1516, 1600), (1500, 1616), (1516, 1616), (1532, 1600)
};
foreach (var (x, y) in coords)
{
cache.TryGetMask(map, x, y, sourceZ: 10);
}
var path = Path.Combine(Path.GetTempPath(), $"step-cache-preload-{Guid.NewGuid():N}.swb");
try
{
Assert.Equal(coords.Length, cache.SaveToFile(path, map.MapID));
cache.Clear();
cache.PreloadOnLazyOpen = true;
try
{
Assert.True(cache.TryOpenLazyReader(path, map.MapID));
// Every chunk should be resident — no further queries needed.
Assert.Equal(coords.Length, cache.GetStats().ResidentChunks);
Assert.Equal(0L, cache.GetStats().BuildsTotal); // came from file, not baker
// Subsequent query is a clean Hit, not a Miss_NotBuilt.
var lookup = cache.TryGetMask(map, coords[0].Item1, coords[0].Item2, sourceZ: 10);
Assert.Equal(CacheHitKind.Hit, lookup.HitKind);
Assert.Equal(coords.Length, cache.GetStats().ResidentChunks);
}
finally
{
cache.PreloadOnLazyOpen = false;
}
}
finally
{
cache.Clear();
if (File.Exists(path))
{
File.Delete(path);
}
}
}
[Fact]
public void LazyReaderHit_BypassesMissTrackerOnFirstTouch()
{
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1; // eager build for save phase
var map = Map.Maps[1];
// Build + save one chunk.
cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
var path = Path.Combine(Path.GetTempPath(), $"step-cache-bypass-{Guid.NewGuid():N}.swb");
try
{
Assert.Equal(1, cache.SaveToFile(path, map.MapID));
// Reset to a fresh state with the file open as a lazy reader and the deferred
// promotion threshold restored to 2.
cache.Clear();
cache.MissPromotionThreshold = 2;
Assert.True(cache.TryOpenLazyReader(path, map.MapID));
// First touch must NOT return Fallthrough_NotBuilt — the lazy reader has the
// chunk and serves it before the miss tracker is consulted.
var lookup = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
Assert.True(lookup.IsHit);
Assert.Equal(CacheHitKind.Miss_NotBuilt, lookup.HitKind);
Assert.Equal(1, cache.GetStats().ResidentChunks);
Assert.Equal(0L, cache.GetStats().FallthroughNotBuilt);
Assert.Equal(0L, cache.GetStats().BuildsTotal); // came from file, not baker
}
finally
{
cache.Clear();
if (File.Exists(path))
{
File.Delete(path);
}
}
}
}