ModernUO/Projects/UOContent/Engines/Pathing/Cache/MultiMaskCache.cs
Kamron Batman b852bca41e
perf(pathing): pool the StepCache strata buffer, then clean up the pathing engine around it (#2523)
Started as an allocation pass over `StepCache` and grew into a cleanup of the surrounding pathing engine. Four commits, each independently reviewable; net **−560 lines**.

Build clean (0 warnings). All 122 `Server.Tests.Pathfinding` tests pass.

---

## 1. `perf`: pool the strata buffer, cut a hot-path dictionary lookup

**The headline is that `TryGetMask` — the actual hot path — was already allocation-free.** `StepMask` is a readonly struct, `StaticTileEnumerable` is a `ref struct`, `ChunkMissState` is a struct in a `Dictionary`. So most of this is a bake-throughput and GC-churn win, with one exception noted below.

`BuildChunk` accumulated packed multi-Z strata into a `List<byte>` that grew by doubling (256 → 512 → 1024 → …) and then paid a final `ToArray()`. A full map bake runs it ~114k times. It now writes into a `byte[]` rented from `STArrayPool<byte>.Shared` through a span writer, and hands the chunk one exact-size copy.

**This required fixing a latent out-of-bounds guard.** The record-fit check reserved headroom for **8** strata (`StratumByteLength * 8`) while `ComputeStandableSurfaceZs` can return up to **16** — so a cell could write 305 bytes starting from a 65,383-byte offset. Against a `List` that was benign (it just grew past 64 KB, and emitted offsets stayed under the `NoStrata` sentinel). Against a fixed-size rented buffer it is an out-of-bounds write, so tightening it was a *prerequisite* for the pooling, not a drive-by. The guard is now exact, which additionally proves no emitted offset can collide with `NoStrata == ushort.MaxValue`.

**One genuine query-path win:** `ShouldPromoteAfterMiss` did *two* dictionary lookups per miss — a `TryGetValue`, then an indexer assignment that re-hashes and re-probes. It now mutates in place via `CollectionsMarshal.GetValueRefOrNullRef`. This runs on every uncached chunk touch during A* expansion. The window-expiry branch keeps its explicit early return, so `MissPromotionThreshold == 1` still resets rather than promoting.

Also dropped `StepProbe.ComputeStrataAt` / `ComputedStratum` (dead code, zero callers) and collapsed six 18-argument `new StepMask(0, 0, …, kind)` blocks into `Fallthrough(kind)`.

**Considered and rejected:** pooling the `Direction[]` that `Find` returns. It *escapes* the call — `MovementPath` holds it across ticks while `PathFollower` walks `m_Index` through it — so it cannot be rented-and-returned, and it cannot be borrowed from the shared `BitmapAStarAlgorithm.Instance` without one creature clobbering another's in-flight path. `CheckPath` rate-limits repaths to one per 2s per creature, putting this at roughly 60 KB/sec at 1,000 pathing creatures. Not worth a public API break plus a use-after-return footgun.

## 2. `docs`: rewrite the comments for publication

The comments had accumulated as development notes: internal phase jargon (`Tier 4`, `the Phase-2 synthesizer`), change narration aimed at a reviewer (`which the old ComputeStandingZ anchor missed`, `legacy behavior`), benchmark anecdotes (`benchmarked as near-optimal`, `a ~20 ns lookup`), and paragraphs restating the code.

Rewritten to keep the rationale you cannot recover by reading the code — why the source-Z guard cannot be widened, why multis fall through with a halo, why the promotion gate counts Finds rather than calls, why `ComputeFingerprint` must hash the *files* and not the live tile tables — and drop the history that got us there.

Three comments were **factually wrong**, not just wordy:

- `CacheEvictionTimer` and `CacheStats` documented a class called `StaticWalkabilityCache`. No such class exists — it is `StepCache`.
- `StepCacheFile` declared `File layout v8` while `FormatVersion` is 9, and called the current record layout "the v6 layout" in four places. The layout descriptions are now unversioned so they cannot drift again.
- `StepProbe.ComputeStandingZ` claimed `StepCache` uses it to bake `SourceZ`. It has not since the baker moved to the clearance-aware `ComputeStandableSurfaceZs`; only a parity test calls it.

## 3. `refactor`: simplify `StepCacheFile.Write`, consolidate the format tests

`SaveToFile` walked `_keysList` **twice** — once to count the map's chunks, then again through a `ChunkEnumerator` closure to emit them — because `Write` needed the count up front to size its index array. Both loops had the same root cause. Passing a **span** collapses them: the count is just `span.Length`.

That deletes the `ChunkEnumerator` delegate, the closure over the list enumerator, and **both `InvalidOperationException` throws**, which existed only to police the delegate's "yield exactly `chunkCount` chunks" contract — a contract a span makes unrepresentable.

`Write` now patches the header's `IndexOffset` by seeking back to it rather than reaching into the writer's live buffer with `BinaryPrimitives`. That also retires `IndexOffsetFieldPosition`, a hand-maintained byte offset that had to track the header layout, and sidesteps the stale-array hazard that motivated the manual patch (`BufferWriter` reallocates on growth).

**Tests:** `StepCacheFileV6/V7/V8Tests` were named for the format version that introduced each transform — and the format is now **v9**, so all three names described formats the loader rejects outright. Beyond triplicated builders and plumbing, two things were actually broken:

- The three near-identical rejection tests each cited a `MinSupportedVersion` that had since moved (`"version 5 < MinSupportedVersion 6"`, `"6 < 7"`, `"7 < 8"`). They passed for the wrong reason.
- `AssertBaseEqual` (used by V7 and V8) **silently skipped the swim and strata trailers**. A regression dropping either would not have failed those tests.

Now one `StepCacheFileFormatTests`, named for behavior — predictive-Z elision, compression, compact index — with a single `AssertIdentical` that does check both trailers, the three rejection tests folded into one theory that also covers a future version, and a zero-chunk case the delegate-based writer never had coverage for.

## 4. `test`: consolidate the parity and lifecycle tests

Three files tested "parity" and none of the names said *which*. They were three different layers, and the seams are the useful part, so they are now one `StepCacheParityTests` that names them:

| Test | Compares | Answers |
|---|---|---|
| `ProbeMatchesSlowPath` | StepProbe vs MovementImpl | Is the bake right? |
| `CacheMatchesProbe` | StepCache vs StepProbe | Is it stored and returned intact? |
| `CacheServesReachableWalkStates` | StepCache vs MovementImpl | End to end, over the states A* visits |

Merging removed a duplicated stub `Mobile`, duplicated region seeds, and a filename/class mismatch (`StepProbeParityTests.cs` declared `StaticWalkabilityParityTests`). `SwimBake_ProducesWetCells` moved with it — it lived in the cache parity file but never touched the cache.

Tests reached into `StepCache._chunks` via `GetField` in **9 places**, each rebuilding the key encoding and cell-index arithmetic by hand. `StepCache` now exposes `GetResidentChunk` and `ResidentIndexInSync` alongside the internal test hooks it already had (`LazyReaderHasChunk`, `CurrentFindGeneration`), and the shared arithmetic moved to `PathingTestSupport`. All 9 reflection blocks are gone.

`StepCacheLifecycleTests` is regrouped by what it covers — promotion gate, fallthrough routes, strata, swim layer, eviction — with the `Tier4*` names dropped. Removed `Singleton_IsAvailable`, which asserted an inline-initialized static property was not null; that is the entire 123 → 122 test-count delta.

---

## Verification

Tests were mutation-checked rather than just run, since round-trip and parity tests can pass while a transform silently no-ops:

- Injecting an off-by-one into the `IndexOffset` patch fails **15 of 123** — the format tests are load-bearing.
- Offsetting the cache's cell index by one fails **7 of 10** parity cases, and the 3 that stay green are exactly the ones that do not touch the cache. The layering localizes a fault rather than just reporting one.
2026-07-12 20:02:29 -07:00

344 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using Server.Items;
using Server.Multis;
namespace Server.Engines.Pathing.Cache;
/// <summary>
/// Caches walkability masks for the interior cells of a multi, shared across every instance of the
/// same multiID.
///
/// An interior cell — one whose 8 neighbours are all covered by the multi — has no terrain
/// neighbour, so its mask depends only on the multi's own component tiles and is identical at every
/// position the design is placed. That makes it cacheable in the multi's local frame and reusable
/// across instances; perimeter cells are not, and fall back to <see cref="StepProbe.ComputeMultiMaskAt"/>.
///
/// The catch is terrain intruding into the multi's floor envelope, which would make a cell's mask
/// position-dependent after all. <see cref="ComputeFootprintClean"/> rules that out per instance,
/// once: if the whole footprint's terrain sits below the lowest floor, no interior cell can see it.
/// A dirty instance, or a <see cref="HouseFoundation"/> (whose design mutates at runtime), always
/// synthesizes live rather than risk serving a wrong mask.
/// </summary>
public sealed class MultiMaskCache
{
public static MultiMaskCache Instance { get; } = new();
private const int StepHeight = 2;
private readonly Dictionary<int, MultiLocalMask> _byMultiId = [];
public void Clear() => _byMultiId.Clear();
/// <summary>
/// The multi-aware mask for a covered cell, always usable (HitKind is always Hit). Served from
/// the shared cache when the cell is a clean interior one, synthesized live otherwise.
/// </summary>
public StepMask GetMask(Map map, int x, int y, sbyte sourceZ)
{
if (!TryResolveCoveringMulti(map, x, y, out var multi, out var lx, out var ly)
|| multi is HouseFoundation) // its DesignState MCL changes at runtime
{
return LiveSynth(map, x, y, sourceZ);
}
// Boats are cached despite moving: a deck mask is built in the local frame and is invariant
// under translation, and the clean gate plus the ItemID/location/map resets cover turning.
if (multi.PathInteriorCacheState == MultiInteriorCacheState.Unknown)
{
multi.PathInteriorCacheState =
ComputeFootprintClean(map, multi) ? MultiInteriorCacheState.Clean : MultiInteriorCacheState.Dirty;
}
if (multi.PathInteriorCacheState != MultiInteriorCacheState.Clean)
{
return LiveSynth(map, x, y, sourceZ);
}
var mcl = multi.Components;
var local = GetOrCreate(multi.ItemID & 0x3FFF, mcl.Width, mcl.Height);
var state = local.GetState(lx, ly);
if (state == MultiLocalMask.CellState.Cached)
{
// A clean footprint rules terrain out, so the source-Z match is the only guard left.
var worldFloorZ = local.FloorZAt(lx, ly) + multi.Z;
if (Math.Abs(sourceZ - worldFloorZ) <= StepHeight)
{
StepCache.Instance.RecordMultiMaskCacheHit();
return ToWorldZ(local.MaskAt(lx, ly), multi.Z);
}
return LiveSynth(map, x, y, sourceZ);
}
if (state == MultiLocalMask.CellState.NonInterior)
{
return LiveSynth(map, x, y, sourceZ);
}
// First touch of this cell: synthesize, then classify and cache if it's interior.
var mask = LiveSynth(map, x, y, sourceZ);
if (IsInteriorLocalCell(mcl, lx, ly)
&& TryToLocalZ(mask, multi.Z, out var localMask)
&& sourceZ - multi.Z is >= sbyte.MinValue and <= sbyte.MaxValue)
{
local.SetCached(lx, ly, localMask, (sbyte)(sourceZ - multi.Z));
}
else
{
local.SetNonInterior(lx, ly);
}
return mask;
}
private static StepMask LiveSynth(Map map, int x, int y, sbyte sourceZ)
{
StepCache.Instance.RecordMultiLocalHit();
return StepProbe.ComputeMultiMaskAt(map, x, y, sourceZ);
}
private MultiLocalMask GetOrCreate(int key, int width, int height)
{
if (!_byMultiId.TryGetValue(key, out var m))
{
m = new MultiLocalMask(width, height);
_byMultiId[key] = m;
}
return m;
}
/// <summary>
/// Finds the multi covering (x,y) and the cell's indices into its MCL, or false if none does.
/// </summary>
public static bool TryResolveCoveringMulti(Map map, int x, int y, out BaseMulti multi, out int lx, out int ly)
{
foreach (var candidate in map.GetMultisInSector(x, y))
{
var mcl = candidate.Components;
var cx = x - candidate.X - mcl.Min.X;
var cy = y - candidate.Y - mcl.Min.Y;
if (cx >= 0 && cy >= 0 && cx < mcl.Width && cy < mcl.Height && mcl.Tiles[cx][cy].Length > 0)
{
multi = candidate;
lx = cx;
ly = cy;
return true;
}
}
multi = null;
lx = ly = 0;
return false;
}
/// <summary>
/// True when (lx,ly) and all 8 of its neighbours carry MCL tiles. Such a cell has no terrain
/// neighbour, so the multi alone determines its transitions and its mask is position-invariant.
/// A pure function of the MCL.
/// </summary>
public static bool IsInteriorLocalCell(MultiComponentList mcl, int lx, int ly)
{
for (var dy = -1; dy <= 1; dy++)
{
for (var dx = -1; dx <= 1; dx++)
{
var nx = lx + dx;
var ny = ly + dy;
if (nx < 0 || ny < 0 || nx >= mcl.Width || ny >= mcl.Height || mcl.Tiles[nx][ny].Length == 0)
{
return false;
}
}
}
return true;
}
/// <summary>
/// Rebases a world-frame mask's per-direction Zs into the multi's local frame. Returns false
/// when a local Z overflows sbyte — only reachable at extreme |multiZ| — and the caller must
/// then leave the cell uncached.
/// </summary>
public static bool TryToLocalZ(StepMask world, int multiZ, out StepMask local)
{
local = default;
Span<sbyte> w = stackalloc sbyte[8];
Span<sbyte> s = stackalloc sbyte[8];
for (var d = 0; d < 8; d++)
{
var lw = world.GetWalkZ((Direction)d) - multiZ;
var ls = world.GetSwimZ((Direction)d) - multiZ;
if (lw < sbyte.MinValue || lw > sbyte.MaxValue || ls < sbyte.MinValue || ls > sbyte.MaxValue)
{
return false;
}
w[d] = (sbyte)lw;
s[d] = (sbyte)ls;
}
local = new StepMask(
world.WalkMask, world.WetMask,
w[0], w[1], w[2], w[3], w[4], w[5], w[6], w[7],
s[0], s[1], s[2], s[3], s[4], s[5], s[6], s[7]
);
return true;
}
/// <summary>
/// True when all terrain (land + statics) at (x,y) sits strictly below <paramref name="floorZ"/>,
/// so a creature standing on the multi's floor never sees terrain in its envelope.
/// </summary>
public static bool TerrainTopBelow(Map map, int x, int y, sbyte floorZ)
{
map.GetAverageZ(x, y, out _, out _, out var landTop);
if (landTop >= floorZ)
{
return false;
}
foreach (var tile in map.Tiles.GetStaticTiles(x, y))
{
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
var top = tile.Z + data.CalcHeight;
if (top >= floorZ)
{
return false;
}
}
return true;
}
/// <summary>Highest terrain (land + statics) top at (x,y).</summary>
public static int TerrainTop(Map map, int x, int y)
{
map.GetAverageZ(x, y, out _, out _, out var top);
foreach (var tile in map.Tiles.GetStaticTiles(x, y))
{
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
var t = tile.Z + data.CalcHeight;
if (t > top)
{
top = t;
}
}
return top;
}
/// <summary>
/// True when the multi's entire footprint terrain sits below its lowest standable floor. No
/// covered cell's terrain — nor any neighbour's — can then intrude into a creature's floor
/// envelope, which is what makes this instance's interior cells safe to serve from the shared
/// per-multiID cache. Evaluated once per instance and cached on the multi.
/// </summary>
public static bool ComputeFootprintClean(Map map, BaseMulti multi)
{
var mcl = multi.Components;
var minFloorLocal = int.MaxValue;
var maxTerrain = int.MinValue;
for (var lx = 0; lx < mcl.Width; lx++)
{
for (var ly = 0; ly < mcl.Height; ly++)
{
var col = mcl.Tiles[lx][ly];
if (col.Length == 0)
{
continue;
}
foreach (var tile in col)
{
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if (data.Surface && !data.Impassable)
{
var top = tile.Z + data.CalcHeight;
if (top < minFloorLocal)
{
minFloorLocal = top;
}
}
}
var terrain = TerrainTop(map, multi.X + mcl.Min.X + lx, multi.Y + mcl.Min.Y + ly);
if (terrain > maxTerrain)
{
maxTerrain = terrain;
}
}
}
if (minFloorLocal == int.MaxValue)
{
return false; // no standable floor anywhere; refuse to cache rather than guess
}
return maxTerrain < minFloorLocal + multi.Z;
}
/// <summary>Inverse of <see cref="TryToLocalZ"/>: add multiZ back to recover world Zs.</summary>
public static StepMask ToWorldZ(StepMask local, int multiZ)
{
Span<sbyte> w = stackalloc sbyte[8];
Span<sbyte> s = stackalloc sbyte[8];
for (var d = 0; d < 8; d++)
{
w[d] = (sbyte)(local.GetWalkZ((Direction)d) + multiZ);
s[d] = (sbyte)(local.GetSwimZ((Direction)d) + multiZ);
}
return new StepMask(
local.WalkMask, local.WetMask,
w[0], w[1], w[2], w[3], w[4], w[5], w[6], w[7],
s[0], s[1], s[2], s[3], s[4], s[5], s[6], s[7]
);
}
}
/// <summary>
/// One multiID's grid of interior-cell masks, filled in as cells are first touched. A cell is
/// Unknown until classified, then either Cached (interior — the mask is valid) or NonInterior
/// (perimeter — synthesize live).
/// </summary>
internal sealed class MultiLocalMask
{
public enum CellState : byte { Unknown = 0, Cached = 1, NonInterior = 2 }
private readonly int _width;
private readonly int _height;
private readonly CellState[] _state;
private readonly StepMask[] _mask; // local-frame mask, valid only when state == Cached
private readonly sbyte[] _floorZ; // local floor Z, valid only when state == Cached
public MultiLocalMask(int width, int height)
{
_width = width;
_height = height;
_state = new CellState[width * height];
_mask = new StepMask[width * height];
_floorZ = new sbyte[width * height];
}
public int Width => _width;
public int Height => _height;
public CellState GetState(int lx, int ly) => _state[ly * _width + lx];
public void SetCached(int lx, int ly, StepMask localMask, sbyte localFloorZ)
{
var i = ly * _width + lx;
_mask[i] = localMask;
_floorZ[i] = localFloorZ;
_state[i] = CellState.Cached;
}
public void SetNonInterior(int lx, int ly) => _state[ly * _width + lx] = CellState.NonInterior;
public StepMask MaskAt(int lx, int ly) => _mask[ly * _width + lx];
public sbyte FloorZAt(int lx, int ly) => _floorZ[ly * _width + lx];
}