ModernUO/Projects/Server/Items
Kamron Batman 1c2e114b21
feat(pathfinding): multi-aware mask synthesizer + warm interior cache for house/boat cells (#2479)
## Problem

Houses and boats (multis) were pathed correctly only by **delegation to the slow path**: `StepCache.TryGetMask` returns `Fallthrough_Multi` for any multi-covered cell, and `GetSuccessors` ran `CheckMovement` **8× per cell** (each re-resolving the tile stack via `GetStaticAndMultiTiles`) — a sustained per-step cost near every house/boat. There was also no automated test pinning multi pathfinding.

This branch is the full multi-pathfinding effort in phases on one branch.

## Phase 1 — characterization tests (the oracle)

Implementation-agnostic invariants: a cache-on≡cache-off whole-path invariant, a per-cell sweep vs `CheckMovement` over footprint+halo (incl. destination Z), hand-verified routing (around walls, demolish-reopens, foundation-redesign-honored), classic-house / foundation / boat fixtures, non-vacuity guards. These gate every later phase byte-for-byte.

## Phase 2 — live single-pass synthesizer

`StepProbe.ComputeMultiMaskAt` synthesizes a covered cell's full 8-direction `StepMask` in one pass (the existing surface/step logic over `GetStaticAndMultiTiles` instead of 8× `CheckMovement`). `GetSuccessors` routes `Fallthrough_Multi` cells through it. No new cache, no `.swb` change. **~1.5×**, zero added allocations.

## Phase 3 / 3.1 — warm per-`multiID` interior cache (airtight)

`MultiMaskCache` caches each fixed multi's local-frame `StepMask` for **interior** cells (cell + all 8 neighbours covered → terrain-neighbour-free → position-invariant), keyed by `multiID & 0x3FFF`, built lazily from the MCL. Interior cells become ~20 ns lookups.

The cache is gated on a **per-instance footprint-clean flag** (`BaseMulti.PathInteriorCacheState`): an instance whose whole footprint terrain is below its floor (`maxTerrain < minFloor`) serves from the cache; a **dirty** instance (terrain intrudes — a contrived/GM placement) **degrades to live-synth, never a wrong mask**. This closes a cross-instance soundness gap (the cached mask depends on neighbour terrain too) found in a holistic review. The gate resets whenever the footprint's world-terrain relationship can change — **location, map, or ItemID** (a boat's heading swaps the MCL).

**Boats are cached too.** Their per-`multiID` deck masks are movement-invariant (built once per heading), so a sailing boat never rebuilds them; only the cheap clean-flag rescan repeats per move (and only when pathed near). Narrow existing boats have little interior; wide galleons (`multi.mul`) would gain Castle-class. `HouseFoundation` (per-instance runtime `DesignState`) is the one type that stays on the live path.

## Verification

- `UOContent.Tests` **454/454**, `Server.Tests` **708/708**, 0 failures.
- The Phase-1 oracle (`MultiPathInvariantTests`, cache-on ≡ cache-off) stays **byte-identical** with the synthesizer + interior cache active.
- Tests pin: footprint-cleanliness (clean vs sunk), dirty/cluttered placement degrades to live-synth while still pathing, clean placement serves, and the gate resets on move/ItemID change.

## Performance (modernuo/ModernUO-Benchmarks#8, full-fixture)

Houses at **Green Acres** (flat staff region → clean footprints, the legit-placement case):

| Route | Slow path | Phase 3.1 (interior cache) | Speedup |
|-------|----------:|---------------------------:|--------:|
| `around_a` (29 steps) | 238.3 µs | **49.1 µs** | **4.85×** |
| `around_b` (29 steps) | 224.3 µs | **49.5 µs** | **4.53×** |

~130 of ~167 multi cells/route serve from the cache (~20 ns) vs 37 live-synth. Per-cell, the slow path's 8× `CheckMovement` grows with multi complexity (GuildHouse ~857 ns → Castle ~1,194 ns), the synthesizer is a flat ~780 ns, and the cache serve is ~20 ns — so big/tall multis (and wide galleons) gain most. Identical allocations throughout.
2026-06-09 08:02:05 -07:00
..
BaseMulti.cs feat(pathfinding): multi-aware mask synthesizer + warm interior cache for house/boat cells (#2479) 2026-06-09 08:02:05 -07:00
Container.cs perf: Eliminates allocations in Container searching. (#2409) 2026-04-25 13:40:21 -07:00
Containers.cs feat: Adds Feature Flag System (#2328) 2026-02-07 12:02:57 -08:00
DecayScheduler.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
Item.cs perf(messages): mechanical interpolation cleanups (#2436) 2026-05-03 18:26:49 -07:00
Item.Enumerable.cs perf: Eliminates allocations in Container searching. (#2409) 2026-04-25 13:40:21 -07:00
Item.Messages.cs perf: Zero-alloc interpolation for SendMessage/Overhead APIs (#2434) 2026-05-03 18:04:02 -07:00
ItemBounds.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
Layer.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
LightType.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
OutgoingVirtualHairPackets.cs refactor: decompose mobile/corpse hair, delete VirtualHairInfo, fix removal serial (#2462) (#2463) 2026-06-06 14:33:28 -07:00
SecureTradeContainer.cs fix: Moves containers/bods/traps/etc to serialization generator (#2310) 2026-01-07 21:55:55 -08:00
VirtualCheck.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00