ModernUO/Projects/UOContent/Engines/Pathing/Cache/StepProbe.cs
Kamron Batman c7aaf33de9
feat(pathfinding): .swb format v8 compact index (#3b) (#2471)
## Summary
Phase #3b (final roadmap item), stacked on #2470. Compacts the index trailer from 20 to 8 bytes/chunk.

Trammel: 19.2 MB → 17.9 MB. Roadmap total: 565 MB → 17.9 MB (−96.8%).

## Details
- Trailer stores `{ u32 packedKey = (ChunkX << 16) | ChunkY, u32 recordLength }` per chunk, in record write order; the file offset is dropped and reconstructed by cumulative recordLength from HeaderSize.
- No record reordering, no varint; fixed-stride, TryReadChunk unchanged.
- Also simplifies the accumulated `.swb` code comments across the stack.
- Format v8; v7 files rejected and re-baked once.

## Tests
v8 multi-chunk round-trip (cumulative offset reconstruction) + the v6/v7 suite; full pathfinding suite green; Release build clean.
2026-06-07 01:22:20 -07:00

496 lines
16 KiB
C#

using System;
using CalcMoves = Server.Movement.Movement;
namespace Server.Engines.Pathing.Cache;
/// <summary>
/// Computes static-only walkability for a single cell — the per-cell, per-direction
/// "can step" mask and destination Z, based purely on land + statics + multis. Mirrors
/// <see cref="MovementImpl"/>.Check minus the item and mobile collision phases.
/// </summary>
/// <remarks>
/// Bakes two rule sets per cell: walker (canSwim=false, cantWalk=false) and swim-only
/// (canSwim=true, cantWalk=true). Item / mobile collision phases are omitted (they're
/// the dynamic-obstacle pass's job). Diagonal corner-cut is NOT applied here; callers
/// must AND the partner-cell results at query time.
/// </remarks>
public static class StepProbe
{
private const int PersonHeight = 16;
private const int StepHeight = 2;
public readonly struct ComputedStratum(sbyte zCenter, StepMask mask)
{
public readonly sbyte ZCenter = zCenter;
public readonly StepMask Mask = mask;
}
/// <summary>
/// Tier 4 strata builder: enumerates the distinct walkable standing-Zs at (x, y)
/// — one per land surface plus one per walkable static — and runs
/// <see cref="ComputeMaskAt"/> at each, producing a per-stratum walkability snapshot.
/// Returns null when the cell has 0 or 1 strata (single-Z; the caller should use
/// the chunk's main mask).
/// </summary>
public static ComputedStratum[] ComputeStrataAt(Map map, int x, int y)
{
if (map == null || map == Map.Internal)
{
return null;
}
if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
{
return null;
}
// Collect candidate Zs. 16 slots is generous — multi-Z cells in practice rarely
// exceed 3-4 surfaces (bridge over land, paver-over-ground, multi-floor stairs).
Span<int> zs = stackalloc int[16];
var count = 0;
var landTile = map.Tiles.GetLandTile(x, y);
var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
if (!landTile.Ignored && (landFlags & TileFlag.Impassable) == 0)
{
map.GetAverageZ(x, y, out _, out var landCenter, out _);
zs[count++] = landCenter;
}
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
{
if (count >= zs.Length)
{
break;
}
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if (!data.Surface || data.Impassable)
{
continue;
}
zs[count++] = tile.Z + data.CalcHeight;
}
if (count <= 1)
{
return null;
}
// Sort and merge near-equal Zs. Two Zs separated by less than 2*StepHeight collapse
// into a single stratum — the slow path's tolerance treats them as the same surface.
zs[..count].Sort();
Span<int> distinct = stackalloc int[16];
var distinctCount = 0;
for (var i = 0; i < count; i++)
{
if (distinctCount == 0 || zs[i] - distinct[distinctCount - 1] > 2 * StepHeight)
{
distinct[distinctCount++] = zs[i];
}
}
if (distinctCount <= 1)
{
return null;
}
var strata = new ComputedStratum[distinctCount];
for (var i = 0; i < distinctCount; i++)
{
var z = (sbyte)Math.Clamp(distinct[i], sbyte.MinValue, sbyte.MaxValue);
strata[i] = new ComputedStratum(z, ComputeMaskAt(map, x, y, z));
}
return strata;
}
/// <summary>
/// Writes the distinct surface Zs at (x, y) that a default walker (PersonHeight envelope)
/// can actually STAND on — each candidate surface (walkable land center + every walkable
/// static top) that has PersonHeight of vertical clearance free of impassable statics —
/// into <paramref name="zs"/>, ascending, and returns the count.
///
/// This is the clearance-aware counterpart to <see cref="ComputeStrataAt"/>'s candidate
/// gather: it drops surfaces a creature cannot occupy (land under a sewer walkway, ground
/// under a low bridge), so the result is exactly the set of standing Zs the slow path can
/// resolve to. Two standable surfaces are inherently &gt;= PersonHeight apart (an upper
/// surface within PersonHeight of a lower one removes the lower one's clearance), so a
/// single ascending pass with an exact-duplicate skip is sufficient.
///
/// Used by the baker to capture walkable static-over-land surfaces (sewer/dungeon
/// walkways, bridges, raised foundations, upper building floors) that the land-anchored
/// main mask would otherwise miss.
/// </summary>
public static int ComputeStandableSurfaceZs(Map map, int x, int y, Span<sbyte> zs)
{
if (map == null || map == Map.Internal)
{
return 0;
}
if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
{
return 0;
}
Span<int> cand = stackalloc int[16];
var count = 0;
var landTile = map.Tiles.GetLandTile(x, y);
var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
if (!landTile.Ignored && (landFlags & TileFlag.Impassable) == 0)
{
map.GetAverageZ(x, y, out _, out var landCenter, out _);
cand[count++] = landCenter;
}
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
{
if (count >= cand.Length)
{
break;
}
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if (!data.Surface || data.Impassable)
{
continue;
}
cand[count++] = tile.Z + data.CalcHeight;
}
if (count == 0)
{
return 0;
}
cand[..count].Sort();
var n = 0;
for (var i = 0; i < count && n < zs.Length; i++)
{
var cz = (sbyte)Math.Clamp(cand[i], sbyte.MinValue + 1, sbyte.MaxValue);
if (n > 0 && zs[n - 1] == cz)
{
continue;
}
// Standable iff the creature's PersonHeight body envelope above this surface is
// free of impassable statics. The surface itself never blocks (its top == cz,
// which is the envelope floor, not inside it).
if (StaticsBlockAt(map, x, y, cz, cz + PersonHeight))
{
continue;
}
zs[n++] = cz;
}
return n;
}
public static StepMask ComputeMaskAt(Map map, int x, int y, sbyte sourceZ)
{
if (map == null || map == Map.Internal)
{
return default;
}
GetStaticStartZ(map, x, y, sourceZ, canSwim: false, cantWalk: false,
out var walkStartZ, out var walkStartTop, out _);
GetStaticStartZ(map, x, y, sourceZ, canSwim: true, cantWalk: true,
out var swimStartZ, out var swimStartTop, out _);
byte walkMask = 0;
byte wetMask = 0;
Span<sbyte> walkZs = stackalloc sbyte[8];
Span<sbyte> swimZs = stackalloc sbyte[8];
// stackalloc is NOT zero-initialized — unwritten slots hold whatever was on the
// stack. Clear before use; the loop only writes slots where the step succeeds.
walkZs.Clear();
swimZs.Clear();
for (var d = 0; d < 8; d++)
{
var dx = x;
var dy = y;
CalcMoves.Offset((Direction)d, ref dx, ref dy);
if (CheckStaticStep(map, dx, dy, walkStartZ, walkStartTop,
canSwim: false, cantWalk: false, out var walkZ))
{
walkMask |= (byte)(1 << d);
walkZs[d] = (sbyte)walkZ;
}
if (CheckStaticStep(map, dx, dy, swimStartZ, swimStartTop,
canSwim: true, cantWalk: true, out var swimZ))
{
wetMask |= (byte)(1 << d);
swimZs[d] = (sbyte)swimZ;
}
}
return new StepMask(
walkMask, wetMask,
walkZs[0], walkZs[1], walkZs[2], walkZs[3],
walkZs[4], walkZs[5], walkZs[6], walkZs[7],
swimZs[0], swimZs[1], swimZs[2], swimZs[3],
swimZs[4], swimZs[5], swimZs[6], swimZs[7]
);
}
/// <summary>
/// Returns the slow path's standing-Z for a default walker at (x, y). Mirrors
/// MovementImpl.Check's surface-selection — paver Z+1 for paver-over-ground,
/// landCenter for bare land. Used by <see cref="StepCache"/> to bake SourceZ so
/// A*'s tracked-per-cell Z matches the cache's bake-time assumption.
/// </summary>
public static int ComputeStandingZ(Map map, int x, int y, int locZ)
{
GetStaticStartZ(map, x, y, locZ, canSwim: false, cantWalk: false, out _, out _, out var zCenter);
return zCenter;
}
/// <summary>
/// Returns the water-surface standing Z at (x, y) — the Z a swim-only mob would stand
/// at on this cell — or <see cref="int.MinValue"/> if no water surface exists. Used
/// by <see cref="StepCache"/> to detect shore cells (cells with both walk and swim
/// surfaces separated by &gt; StepHeight) and bake their swim layer at swim-perspective Z.
/// </summary>
public static int ComputeSwimStandingZ(Map map, int x, int y)
{
if (map == null || map == Map.Internal || x < 0 || y < 0 || x >= map.Width || y >= map.Height)
{
return int.MinValue;
}
// Land tile flagged Wet — its center Z is the swim surface.
var landTile = map.Tiles.GetLandTile(x, y);
var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
if (!landTile.Ignored && (landFlags & TileFlag.Wet) != 0)
{
map.GetAverageZ(x, y, out _, out var landCenter, out _);
return landCenter;
}
// Otherwise scan statics for a wet surface.
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
{
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if (data.Wet)
{
return tile.Z + data.CalcHeight;
}
}
return int.MinValue;
}
/// <summary>
/// Mirrors GetStartZ from MovementImpl, parameterized by canSwim / cantWalk.
/// </summary>
private static void GetStaticStartZ(
Map map, int x, int y, int locZ, bool canSwim, bool cantWalk, out int zLow, out int zTop, out int zCenter
)
{
var landTile = map.Tiles.GetLandTile(x, y);
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
var impassable = (flags & TileFlag.Impassable) != 0;
// Mirrors MovementImpl: impassable + swim on water is OK; otherwise block on
// cantWalk or impassable.
var landBlocks = (cantWalk || impassable) && !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
map.GetAverageZ(x, y, out var landZ, out var landCenter, out var landTop);
var considerLand = !landTile.Ignored;
zCenter = zLow = zTop = 0;
var isSet = false;
if (considerLand && !landBlocks && locZ >= landCenter)
{
zLow = landZ;
zCenter = landCenter;
zTop = landTop;
isSet = true;
}
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
{
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
var calcTop = tile.Z + id.CalcHeight;
if (isSet && calcTop < zCenter || locZ < calcTop || !id.Surface && !(canSwim && id.Wet))
{
continue;
}
zLow = tile.Z;
zCenter = calcTop;
var top = tile.Z + id.Height;
if (!isSet || top > zTop)
{
zTop = top;
}
isSet = true;
}
if (!isSet)
{
zLow = zTop = locZ;
}
else if (locZ > zTop)
{
zTop = locZ;
}
}
/// <summary>
/// Mirrors MovementImpl.Check for static tiles only, parameterized by canSwim / cantWalk.
/// Items and mobile collision phases are omitted.
/// </summary>
private static bool CheckStaticStep(
Map map, int x, int y, int startZ, int startTop, bool canSwim, bool cantWalk, out int newZ
)
{
newZ = 0;
if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
{
return false;
}
var landTile = map.Tiles.GetLandTile(x, y);
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
var impassable = (flags & TileFlag.Impassable) != 0;
var landBlocks = (cantWalk || impassable) && !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
var considerLand = !landTile.Ignored;
map.GetAverageZ(x, y, out var landZ, out var landCenter, out _);
var moveIsOk = false;
var stepTop = startTop + StepHeight;
var checkTop = startZ + PersonHeight;
int testTop;
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
{
var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
var notWater = !itemData.Wet;
// Mirrors MovementImpl: skip if not a passable surface AND not swimmable water,
// OR if the mobile can't walk and this isn't water.
if ((!itemData.Surface || itemData.Impassable) && (!canSwim || notWater)
|| cantWalk && notWater)
{
continue;
}
var itemZ = tile.Z;
var itemTop = itemZ;
var ourZ = itemZ + itemData.CalcHeight;
testTop = checkTop;
if (moveIsOk)
{
var cmp = Math.Abs(ourZ - startZ) - Math.Abs(newZ - startZ);
if (cmp > 0 || cmp == 0 && ourZ > newZ)
{
continue;
}
}
if (ourZ + PersonHeight > testTop)
{
testTop = ourZ + PersonHeight;
}
if (!itemData.Bridge)
{
itemTop += itemData.Height;
}
if (stepTop < itemTop)
{
continue;
}
var landCheck = itemZ + Math.Min(itemData.Height, StepHeight);
if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
{
continue;
}
if (StaticsBlockAt(map, x, y, ourZ, testTop))
{
continue;
}
newZ = ourZ;
moveIsOk = true;
}
if (!considerLand || landBlocks || stepTop < landZ)
{
return moveIsOk;
}
testTop = checkTop;
if (landCenter + PersonHeight > testTop)
{
testTop = landCenter + PersonHeight;
}
var shouldCheck = true;
if (moveIsOk)
{
var cmp = Math.Abs(landCenter - startZ) - Math.Abs(newZ - startZ);
if (cmp > 0 || cmp == 0 && landCenter > newZ)
{
shouldCheck = false;
}
}
if (shouldCheck && !StaticsBlockAt(map, x, y, landCenter, testTop))
{
newZ = landCenter;
moveIsOk = true;
}
return moveIsOk;
}
/// <summary>
/// Mirrors the static-tile portion of IsOk: returns true if any static tile at (x,y)
/// has ImpassableSurface and overlaps the vertical range (ourZ, testTop).
/// </summary>
private static bool StaticsBlockAt(Map map, int x, int y, int ourZ, int testTop)
{
foreach (var check in map.Tiles.GetStaticAndMultiTiles(x, y))
{
var itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
if (itemData.ImpassableSurface)
{
var checkZ = check.Z;
var checkTop = checkZ + itemData.CalcHeight;
if (checkTop > ourZ && testTop > checkZ)
{
return true;
}
}
}
return false;
}
}