## 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.
547 lines
22 KiB
C#
547 lines
22 KiB
C#
using System.Collections.Generic;
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using System.Reflection;
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using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Xunit;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class StepCacheLifecycleTests
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{
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[Fact]
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public void Singleton_IsAvailable()
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{
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var cache = StepCache.Instance;
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Assert.NotNull(cache);
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}
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[Fact]
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public void Clear_OnEmptyCache_LeavesStatsZero()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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var stats = cache.GetStats();
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Assert.Equal(0, stats.ResidentChunks);
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Assert.Equal(0L, stats.Hits);
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Assert.Equal(0L, stats.BuildsTotal);
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}
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[Fact]
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public void TryGetMask_FirstTouchOnUnbuiltChunk_DefersBuildAndReturnsFallthrough()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MissPromotionThreshold = 2;
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var map = Map.Maps[1];
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Assert.NotNull(map);
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// First touch on a chunk that has no resident copy and no lazy reader behind it
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// must NOT eagerly build. Caller (BitmapAStarAlgorithm) interprets IsHit=false as
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// "use slow path" — pets/hireables passing briefly through a chunk avoid the
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// ~700µs BuildChunk cost they'd never amortize.
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var lookup = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
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Assert.False(lookup.IsHit);
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Assert.Equal(CacheHitKind.Fallthrough_NotBuilt, lookup.HitKind);
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var stats = cache.GetStats();
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Assert.Equal(0, stats.ResidentChunks);
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Assert.Equal(0L, stats.BuildsTotal);
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Assert.Equal(0L, stats.MissesNotBuilt);
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Assert.Equal(1L, stats.FallthroughNotBuilt);
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}
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[Fact]
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public void TryGetMask_SecondTouchWithinWindow_PromotesAndBuilds()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MissPromotionThreshold = 2;
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var map = Map.Maps[1];
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// First touch defers; second touch inside the promotion window builds + serves.
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// Pinned cell (1500, 1600, z=10): mask=0xC1
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var first = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
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Assert.False(first.IsHit);
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var second = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
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Assert.True(second.IsHit);
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Assert.Equal(CacheHitKind.Miss_NotBuilt, second.HitKind);
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Assert.Equal((byte)0xC1, second.WalkMask);
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Assert.Equal((sbyte)10, second.WalkZ_N);
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var stats = cache.GetStats();
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Assert.Equal(1, stats.ResidentChunks);
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Assert.Equal(1L, stats.MissesNotBuilt);
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Assert.Equal(1L, stats.BuildsTotal);
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Assert.Equal(1L, stats.FallthroughNotBuilt);
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// Third query of same cell → Hit (chunk now resident).
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var third = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
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Assert.True(third.IsHit);
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Assert.Equal(CacheHitKind.Hit, third.HitKind);
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Assert.Equal((byte)0xC1, third.WalkMask);
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}
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[Fact]
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public void TryGetMask_SecondTouchAfterWindow_RestartsCounterAndDefers()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MissPromotionThreshold = 2;
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cache.MissPromotionWindowMs = 1; // 1ms window for testability
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var map = Map.Maps[1];
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var first = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
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Assert.False(first.IsHit);
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System.Threading.Thread.Sleep(20); // exceed the window
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// Second touch lands outside the window: tracker resets the count to 1, returns
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// Fallthrough_NotBuilt again — chunks the player just glanced through don't get
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// promoted just because they get re-touched minutes later by an unrelated NPC.
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var second = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
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Assert.False(second.IsHit);
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Assert.Equal(CacheHitKind.Fallthrough_NotBuilt, second.HitKind);
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Assert.Equal(0, cache.GetStats().ResidentChunks);
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Assert.Equal(2L, cache.GetStats().FallthroughNotBuilt);
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}
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[Fact]
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public void TryGetMask_MultipleCallsInSameFindGeneration_StayInFallthrough()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MissPromotionThreshold = 2;
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var map = Map.Maps[1];
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// Open a pathfind. Multiple TryGetMask calls inside this Find target the same chunk
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// (different cells). The promotion gate counts distinct Finds, not raw probes — these
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// calls must NOT increment the per-chunk counter, even though there are many of them.
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// Without this, A* expansion would trip the gate on the second cell expansion in any
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// visited chunk, defeating the whole point of deferred promotion.
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cache.BeginFindGeneration();
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for (var i = 0; i < 8; i++)
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{
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// All cells are inside chunk (1500>>4, 1600>>4) = (93, 100).
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var lookup = cache.TryGetMask(map, 1500 + i, 1600, sourceZ: 10);
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Assert.False(lookup.IsHit);
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Assert.Equal(CacheHitKind.Fallthrough_NotBuilt, lookup.HitKind);
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}
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Assert.Equal(0, cache.GetStats().ResidentChunks);
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Assert.Equal(0L, cache.GetStats().BuildsTotal);
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Assert.Equal(8L, cache.GetStats().FallthroughNotBuilt);
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// Begin a NEW Find — this is the second distinct touch under the per-Find gate.
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// The chunk now crosses the threshold and promotes.
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cache.BeginFindGeneration();
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var promoted = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
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Assert.True(promoted.IsHit);
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Assert.Equal(CacheHitKind.Miss_NotBuilt, promoted.HitKind);
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Assert.Equal(1, cache.GetStats().ResidentChunks);
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Assert.Equal(1L, cache.GetStats().BuildsTotal);
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}
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[Fact]
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public void TryGetMask_TwoFindGenerationsAcrossWindow_RestartsCounter()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MissPromotionThreshold = 2;
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cache.MissPromotionWindowMs = 1; // 1ms window for testability
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var map = Map.Maps[1];
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cache.BeginFindGeneration();
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Assert.False(cache.TryGetMask(map, 1500, 1600, sourceZ: 10).IsHit);
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System.Threading.Thread.Sleep(20); // exceed window
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// Second Find lands outside the window. Even though it's a distinct generation,
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// the elapsed-time check resets the counter to 1, so no promotion.
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cache.BeginFindGeneration();
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var second = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
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Assert.False(second.IsHit);
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Assert.Equal(CacheHitKind.Fallthrough_NotBuilt, second.HitKind);
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Assert.Equal(0, cache.GetStats().ResidentChunks);
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}
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[Fact]
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public void TryGetMask_DistinctChunks_TrackedIndependently()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MissPromotionThreshold = 2;
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var map = Map.Maps[1];
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// Two different chunks, one touch each — both must defer (each has its own counter).
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var chunkA = cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
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var chunkB = cache.TryGetMask(map, 1600, 1700, sourceZ: 10); // different chunk
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Assert.False(chunkA.IsHit);
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Assert.False(chunkB.IsHit);
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Assert.Equal(0, cache.GetStats().ResidentChunks);
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Assert.Equal(2L, cache.GetStats().FallthroughNotBuilt);
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}
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[Fact]
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public void TryGetMask_OffMap_ReturnsFalseFallthrough()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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var map = Map.Maps[1];
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var lookup = cache.TryGetMask(map, -1, -1, sourceZ: 0);
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Assert.False(lookup.IsHit);
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Assert.Equal(CacheHitKind.Fallthrough_OffMap, lookup.HitKind);
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Assert.Equal((byte)0, lookup.WalkMask);
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}
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[Fact]
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public void MultiCoveredCell_AndHalo_RouteToFallthrough()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MissPromotionThreshold = 1; // eager build so a multi-free cell serves immediately
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var map = Map.Maps[1];
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// A cell far from any multi serves from the static cache.
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Assert.True(cache.TryGetMask(map, 1500, 1600, 10).IsHit);
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// Inject a multi into an isolated sector. Sector.HasMultis only checks Count > 0, so a
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// single-entry list is enough to mark the sector as multi-bearing — the fallthrough
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// decision never dereferences the multi, so no real BaseMulti instance is needed.
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const int mx = 2000;
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const int my = 2000;
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var sx = mx >> 4;
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var sy = my >> 4;
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var sector = map.GetRealSector(sx, sy);
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var multisField = typeof(Map.Sector).GetField("_multis", BindingFlags.NonPublic | BindingFlags.Instance);
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Assert.NotNull(multisField);
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var original = multisField.GetValue(sector);
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try
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{
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multisField.SetValue(sector, new List<BaseMulti> { null });
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// Cell inside the multi sector → routed to the live path.
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Assert.Equal(CacheHitKind.Fallthrough_Multi, cache.TryGetMask(map, mx, my, 0).HitKind);
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// Cell in the adjacent sector but on the shared boundary → caught by the 1-cell halo
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// (its mask would otherwise propose an edge into the multi sector).
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var boundaryX = sx * 16 - 1; // last tile of sector sx-1; halo (x+1) reaches into sx
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Assert.Equal(CacheHitKind.Fallthrough_Multi, cache.TryGetMask(map, boundaryX, my, 0).HitKind);
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// Two tiles out → interior of the multi-free sector, unaffected.
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Assert.NotEqual(CacheHitKind.Fallthrough_Multi, cache.TryGetMask(map, sx * 16 - 2, my, 0).HitKind);
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Assert.True(cache.GetStats().FallthroughMulti >= 2);
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}
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finally
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{
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multisField.SetValue(sector, original);
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}
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}
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[Fact]
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public void MultiZCell_RoutesToFallthrough()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MissPromotionThreshold = 1; // eager build for prime-then-inspect tests
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var map = Map.Maps[1];
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// Build a chunk first so it exists.
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cache.TryGetMask(map, 1500, 1600, 10);
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// Snapshot current FallthroughMultiZ in case (1500, 1600) is naturally multi-Z
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// in real tile data; we only assert the synthetic injection produces a delta of 1.
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var preInjectionFallthroughMultiZ = cache.GetStats().FallthroughMultiZ;
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// Inject a multi-Z bit via reflection on the resident chunk.
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var chunksField = typeof(StepCache).GetField(
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"_chunks",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
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);
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Assert.NotNull(chunksField);
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var chunks = (System.Collections.Generic.Dictionary<long, StepChunk>)chunksField.GetValue(cache);
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var key = StepCache.EncodeKey(map.MapID, 1500 >> 4, 1600 >> 4);
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Assert.True(chunks.ContainsKey(key));
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var chunk = chunks[key];
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// Inject "this cell has strata but none match the query Z" — proves the cache
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// still falls through to slow path when no stratum can answer.
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var cellIndex = ((1600 - ((1600 >> 4) << 4)) << 4) | (1500 - ((1500 >> 4) << 4));
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var offsets = new ushort[StepChunk.CellsPerChunk];
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for (var i = 0; i < offsets.Length; i++)
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{
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offsets[i] = StepChunk.NoStrata;
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}
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offsets[cellIndex] = 0; // points to a 0-stratum-count entry → no match
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var data = new byte[] { 0 };
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chunk.SetStrata(offsets, data);
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var lookup = cache.TryGetMask(map, 1500, 1600, 10);
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Assert.False(lookup.IsHit);
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Assert.Equal(CacheHitKind.Fallthrough_MultiZ, lookup.HitKind);
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var stats = cache.GetStats();
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Assert.Equal(preInjectionFallthroughMultiZ + 1L, stats.FallthroughMultiZ);
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}
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[Fact]
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public void Tier4Strata_MatchingZ_ReturnsHitFromStratum()
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{
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MissPromotionThreshold = 1;
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var map = Map.Maps[1];
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cache.TryGetMask(map, 1500, 1600, 10);
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var chunksField = typeof(StepCache).GetField(
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"_chunks",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
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);
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var chunks = (System.Collections.Generic.Dictionary<long, StepChunk>)chunksField.GetValue(cache);
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var key = StepCache.EncodeKey(map.MapID, 1500 >> 4, 1600 >> 4);
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var chunk = chunks[key];
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// Inject one stratum at zCenter=42, walkMask=0b00000011 (N + NE).
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// Query at sourceZ=42 must hit and return that stratum's data.
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var cellIndex = ((1600 - ((1600 >> 4) << 4)) << 4) | (1500 - ((1500 >> 4) << 4));
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var offsets = new ushort[StepChunk.CellsPerChunk];
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for (var i = 0; i < offsets.Length; i++)
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{
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offsets[i] = StepChunk.NoStrata;
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}
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offsets[cellIndex] = 0;
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var data = new byte[1 + StepChunk.StratumByteLength];
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data[0] = 1; // count
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data[1] = 42; // zCenter
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data[2] = 0b0000_0011; // walkMask (N | NE)
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data[3] = 0; // wetMask
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data[4] = 42; data[5] = 42; data[6] = 0; data[7] = 0;
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data[8] = 0; data[9] = 0; data[10] = 0; data[11] = 0;
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data[12] = 0; data[13] = 0; data[14] = 0; data[15] = 0;
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data[16] = 0; data[17] = 0; data[18] = 0; data[19] = 0;
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chunk.SetStrata(offsets, data);
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var lookup = cache.TryGetMask(map, 1500, 1600, 42);
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Assert.True(lookup.IsHit);
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Assert.Equal((byte)0b0000_0011, lookup.WalkMask);
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Assert.Equal((sbyte)42, lookup.WalkZ_N);
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Assert.Equal((sbyte)42, lookup.WalkZ_NE);
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}
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[Fact]
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public void SwimLayer_NotInjected_StaysFallthroughOnSourceZMismatch()
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{
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// Sanity check: a chunk WITHOUT a swim layer falls through on source-Z mismatch
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// exactly like before. Validates we didn't accidentally serve garbage when the
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// chunk has no shore cells.
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MissPromotionThreshold = 1;
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var map = Map.Maps[1];
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cache.TryGetMask(map, 1500, 1600, sourceZ: 10); // build chunk
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var beforeMismatch = cache.GetStats().FallthroughSourceZMismatch;
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// Same cell but query Z far from baked Z → source-Z guard fires.
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var lookup = cache.TryGetMask(map, 1500, 1600, sourceZ: 100);
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Assert.False(lookup.IsHit);
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Assert.Equal(CacheHitKind.Fallthrough_SourceZMismatch, lookup.HitKind);
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Assert.Equal(beforeMismatch + 1L, cache.GetStats().FallthroughSourceZMismatch);
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}
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[Fact]
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public void SwimLayer_InjectedMatchingZ_ReturnsHitFromSwimLayer()
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{
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// Inject a synthetic swim layer onto a resident chunk and verify a query at the
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// swim source Z routes through the swim-layer fallback, returning the swim mask.
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var cache = StepCache.Instance;
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cache.Clear();
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cache.MissPromotionThreshold = 1;
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var map = Map.Maps[1];
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cache.TryGetMask(map, 1500, 1600, sourceZ: 10);
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var chunksField = typeof(StepCache).GetField(
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"_chunks",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
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);
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var chunks = (System.Collections.Generic.Dictionary<long, StepChunk>)chunksField!.GetValue(cache)!;
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var key = StepCache.EncodeKey(map.MapID, 1500 >> 4, 1600 >> 4);
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var chunk = chunks[key];
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chunk.AllocateSwimLayer();
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var cellIndex = ((1600 - ((1600 >> 4) << 4)) << 4) | (1500 - ((1500 >> 4) << 4));
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chunk.SwimSourceZ[cellIndex] = -5;
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chunk.SwimMask[cellIndex] = 0b0000_0011;
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chunk.SwimZN_Layer[cellIndex] = -5;
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chunk.SwimZNE_Layer[cellIndex] = -5;
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// Other directions stay 0 — Mask bits 0 and 1 cover N and NE.
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// Query at the chunk's primary SourceZ — primary path serves walk-layer data,
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// swim layer not consulted.
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var bakedSourceZ = chunk.SourceZ[cellIndex];
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var walkLookup = cache.TryGetMask(map, 1500, 1600, bakedSourceZ);
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Assert.True(walkLookup.IsHit);
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Assert.Equal(CacheHitKind.Hit, walkLookup.HitKind);
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// Walk-layer query produces walk-layer walkMask (whatever the bake found), NOT
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// the synthetic swim mask we injected.
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// Query at the swim source Z — primary source-Z guard fails (|−5 − bakedZ| > 2
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// assuming baked Z is land surface), swim-layer fallback serves with our mask.
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if (System.Math.Abs(-5 - bakedSourceZ) <= 2)
|
||
{
|
||
// Bake landed near water Z — adjust the test to a clearer swim Z.
|
||
chunk.SwimSourceZ[cellIndex] = (sbyte)(bakedSourceZ - 20);
|
||
}
|
||
var swimLookup = cache.TryGetMask(map, 1500, 1600, chunk.SwimSourceZ[cellIndex]);
|
||
Assert.True(swimLookup.IsHit);
|
||
Assert.Equal(CacheHitKind.Hit, swimLookup.HitKind);
|
||
Assert.Equal((byte)0, swimLookup.WalkMask); // walk = 0 at swim Z
|
||
Assert.Equal(chunk.SwimMask[cellIndex], swimLookup.WetMask);
|
||
Assert.Equal(chunk.SwimZN_Layer[cellIndex], swimLookup.SwimZ_N);
|
||
Assert.Equal(chunk.SwimZNE_Layer[cellIndex], swimLookup.SwimZ_NE);
|
||
}
|
||
|
||
[Fact]
|
||
public void SwimLayer_InjectedButCellHasNoSentinel_FallsThrough()
|
||
{
|
||
// Chunk has the swim layer (some other cell is shore), but THIS cell is inland
|
||
// (SwimSourceZ = NoSwimLayerCell). Query at non-matching walk Z must fall through,
|
||
// not erroneously match -128 against the query.
|
||
var cache = StepCache.Instance;
|
||
cache.Clear();
|
||
cache.MissPromotionThreshold = 1;
|
||
|
||
var map = Map.Maps[1];
|
||
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];
|
||
|
||
// Allocate layer but leave THIS cell at the sentinel.
|
||
chunk.AllocateSwimLayer();
|
||
var cellIndex = ((1600 - ((1600 >> 4) << 4)) << 4) | (1500 - ((1500 >> 4) << 4));
|
||
Assert.Equal(StepChunk.NoSwimLayerCell, chunk.SwimSourceZ[cellIndex]);
|
||
|
||
var beforeMismatch = cache.GetStats().FallthroughSourceZMismatch;
|
||
// Query at -128 (the sentinel value) — must NOT match. The guard short-circuits
|
||
// on the sentinel before computing |sourceZ - SwimSourceZ|.
|
||
var lookup = cache.TryGetMask(map, 1500, 1600, sbyte.MinValue);
|
||
Assert.False(lookup.IsHit);
|
||
Assert.Equal(CacheHitKind.Fallthrough_SourceZMismatch, lookup.HitKind);
|
||
Assert.Equal(beforeMismatch + 1L, cache.GetStats().FallthroughSourceZMismatch);
|
||
}
|
||
|
||
[Fact]
|
||
public void Tier4Strata_NonMatchingZ_FallsThrough()
|
||
{
|
||
var cache = StepCache.Instance;
|
||
cache.Clear();
|
||
cache.MissPromotionThreshold = 1;
|
||
|
||
var map = Map.Maps[1];
|
||
cache.TryGetMask(map, 1500, 1600, 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];
|
||
|
||
// Stratum at zCenter=42; query at sourceZ=10 (delta > StepHeight=2). Must fallthrough.
|
||
var cellIndex = ((1600 - ((1600 >> 4) << 4)) << 4) | (1500 - ((1500 >> 4) << 4));
|
||
var offsets = new ushort[StepChunk.CellsPerChunk];
|
||
for (var i = 0; i < offsets.Length; i++)
|
||
{
|
||
offsets[i] = StepChunk.NoStrata;
|
||
}
|
||
offsets[cellIndex] = 0;
|
||
|
||
var data = new byte[1 + StepChunk.StratumByteLength];
|
||
data[0] = 1; data[1] = 42; // zCenter=42, all other bytes 0
|
||
chunk.SetStrata(offsets, data);
|
||
|
||
var lookup = cache.TryGetMask(map, 1500, 1600, 10);
|
||
Assert.False(lookup.IsHit);
|
||
Assert.Equal(CacheHitKind.Fallthrough_MultiZ, lookup.HitKind);
|
||
}
|
||
|
||
[Fact]
|
||
public void LruCap_OverflowEvictsToCap()
|
||
{
|
||
var cache = StepCache.Instance;
|
||
cache.Clear();
|
||
cache.MaxResidentChunks = 4;
|
||
cache.MissPromotionThreshold = 1;
|
||
|
||
try
|
||
{
|
||
var map = Map.Maps[1];
|
||
|
||
// Build 5 distinct chunks by querying different sectors.
|
||
for (var i = 0; i < 5; i++)
|
||
{
|
||
var x = 1500 + i * 16;
|
||
var y = 1600;
|
||
cache.TryGetMask(map, x, y, 10);
|
||
System.Threading.Thread.Sleep(2); // ensure LastTouchedTicks differs
|
||
}
|
||
|
||
cache.EnforceLruCap();
|
||
|
||
Assert.Equal(4, cache.GetStats().ResidentChunks);
|
||
Assert.True(cache.GetStats().EvictionsByLruCap >= 1L);
|
||
|
||
// _keysList must stay in lockstep with _chunks. A desync would silently
|
||
// break sampled eviction (KeyNotFoundException on stale keys, or a stuck
|
||
// resident set on missing keys).
|
||
var chunksField = typeof(StepCache).GetField(
|
||
"_chunks",
|
||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
|
||
);
|
||
var keysListField = typeof(StepCache).GetField(
|
||
"_keysList",
|
||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance
|
||
);
|
||
var chunks = (System.Collections.Generic.Dictionary<long, StepChunk>)chunksField.GetValue(cache);
|
||
var keysList = (System.Collections.Generic.List<long>)keysListField.GetValue(cache);
|
||
Assert.Equal(chunks.Count, keysList.Count);
|
||
foreach (var k in keysList)
|
||
{
|
||
Assert.True(chunks.ContainsKey(k), $"keysList holds key {k} not in _chunks");
|
||
}
|
||
}
|
||
finally
|
||
{
|
||
cache.MaxResidentChunks = 8192;
|
||
}
|
||
}
|
||
}
|