## Summary Builds on PR #2446's cache-direct A*. The previous PR conservatively routed players + creatures with capability flags entirely through the slow path. This PR pushes that line: most mobile classes now use the cache, with the right rule set layered on top per-mobile, and the cache fast-path now does the dynamic items / mobiles check that PR #2446 had silently skipped. ## What changed - **Non-GM players** now use the cache. Diagonal corner-cut applies the strict AND-rule (BOTH cardinal partners walkable) by reading the same source-cell mask byte the creature OR-rule reads — both rules are evaluable from one byte. - **Creatures with `CanOpenDoors` / `CanMoveOverObstacles`** now use the cache. Reading `MovementImpl` confirmed those flags only affect dynamic items, never static tiles, so they were over-conservatively excluded before. - **Swim creatures** now use the cache via a capability overlay. `StepProbe` bakes a second rule set (`canSwim=true, cantWalk=true`) producing `WetMask` + `SwimZ_*`. The algorithm composes `effectiveMask = (walkMask & !cantWalk) | (wetMask & canSwim)` per direction; walk Z preferred when both apply. - **Dynamic-obstacle pass.** Cache fast-path now mirrors `MovementImpl`'s per-cell items + mobiles collision check (`GetItemsAt` / `GetMobilesAt` at the target cell, with `CanOpenDoors` / `CanMoveOverObstacles` / spell-field overrides). This closes a correctness gap from PR #2446 — the cache fast-path was silently skipping dynamic obstacles entirely. - **`StepCache.TryGetMask` returns `StepMask` struct** instead of 11 out parameters. `HitKind` rolls into the struct with an `IsHit` accessor. Sets up wet/swim without ballooning the call site. - **`StepChunk.MultiZCells` is lazy-init.** Most chunks are entirely single-Z; allocating the 32-byte bitmap up-front wasted ~256KB at full cap. - **Admin commands.** `[PathCacheStats` (resident chunks + hit/miss/eviction counters) and `[PathCacheClear` (drop everything, zero counters). - **Feature flag.** `bitmap_pathfinding_cache` (default true) gates the cache fast-path. Flipped off, every cell expansion routes to `MovementImpl` — equivalent to PR #2446's slow-path-only behavior. Safety net for shipping the new behavior. `RequiresSlowPath` shrinks to just `CanFly` — flying creatures Z-jump arbitrarily, which the cache's static-Z model can't accommodate.
85 lines
2.8 KiB
C#
85 lines
2.8 KiB
C#
namespace Server.Engines.Pathing.Cache;
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/// <summary>
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/// Per-cell, per-direction static walkability data baked by <see cref="StepProbe"/>
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/// and stored by <see cref="StepCache"/>. WalkMask + WalkZ_* applies under default-walker
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/// rules (cantWalk=false, canSwim=false). WetMask + SwimZ_* applies under swim-only rules
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/// (cantWalk=true, canSwim=true). Algorithms layer the right rules per mobile.
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/// </summary>
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public readonly struct StepMask(
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byte walkMask,
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byte wetMask,
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sbyte walkZN,
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sbyte walkZNE,
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sbyte walkZE,
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sbyte walkZSE,
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sbyte walkZS,
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sbyte walkZSW,
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sbyte walkZW,
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sbyte walkZNW,
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sbyte swimZN,
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sbyte swimZNE,
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sbyte swimZE,
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sbyte swimZSE,
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sbyte swimZS,
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sbyte swimZSW,
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sbyte swimZW,
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sbyte swimZNW,
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CacheHitKind hitKind = CacheHitKind.Hit
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)
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{
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public readonly byte WalkMask = walkMask;
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public readonly byte WetMask = wetMask;
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public readonly sbyte WalkZ_N = walkZN;
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public readonly sbyte WalkZ_NE = walkZNE;
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public readonly sbyte WalkZ_E = walkZE;
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public readonly sbyte WalkZ_SE = walkZSE;
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public readonly sbyte WalkZ_S = walkZS;
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public readonly sbyte WalkZ_SW = walkZSW;
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public readonly sbyte WalkZ_W = walkZW;
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public readonly sbyte WalkZ_NW = walkZNW;
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public readonly sbyte SwimZ_N = swimZN;
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public readonly sbyte SwimZ_NE = swimZNE;
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public readonly sbyte SwimZ_E = swimZE;
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public readonly sbyte SwimZ_SE = swimZSE;
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public readonly sbyte SwimZ_S = swimZS;
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public readonly sbyte SwimZ_SW = swimZSW;
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public readonly sbyte SwimZ_W = swimZW;
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public readonly sbyte SwimZ_NW = swimZNW;
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public readonly CacheHitKind HitKind = hitKind;
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/// <summary>
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/// True when the cache produced a usable answer (Hit / Miss_NotBuilt / Miss_DirtyRebuild).
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/// False on Fallthrough_*, in which case the caller must use the slow path for this cell.
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/// </summary>
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public bool IsHit => HitKind <= CacheHitKind.Miss_DirtyRebuild;
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public bool IsWalkable(Direction d) => (WalkMask & (1 << (int)d)) != 0;
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public bool IsSwimmable(Direction d) => (WetMask & (1 << (int)d)) != 0;
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public sbyte GetWalkZ(Direction d) => d switch
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{
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Direction.North => WalkZ_N,
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Direction.Right => WalkZ_NE,
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Direction.East => WalkZ_E,
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Direction.Down => WalkZ_SE,
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Direction.South => WalkZ_S,
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Direction.Left => WalkZ_SW,
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Direction.West => WalkZ_W,
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Direction.Up => WalkZ_NW,
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_ => 0
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};
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public sbyte GetSwimZ(Direction d) => d switch
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{
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Direction.North => SwimZ_N,
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Direction.Right => SwimZ_NE,
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Direction.East => SwimZ_E,
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Direction.Down => SwimZ_SE,
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Direction.South => SwimZ_S,
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Direction.Left => SwimZ_SW,
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Direction.West => SwimZ_W,
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Direction.Up => SwimZ_NW,
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_ => 0
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};
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}
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