## 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.
137 lines
4.6 KiB
C#
137 lines
4.6 KiB
C#
using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Server.Mobiles;
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using Xunit;
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using Xunit.Abstractions;
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using CalcMoves = Server.Movement.Movement;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class MultiWalkabilityTests
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{
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private readonly ITestOutputHelper _output;
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public MultiWalkabilityTests(ITestOutputHelper output) => _output = output;
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private const int MapId = 1;
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private const int PlaceX = 1500;
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private const int PlaceY = 1600;
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private sealed class WalkerStub : Mobile
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{
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public WalkerStub() => Body = 0xC9;
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}
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[Fact]
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public void WallCell_CannotBeEnteredFromAnyAdjacentCell()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
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var multi = new TestMulti(0x74);
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multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
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var walker = new WalkerStub();
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walker.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
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try
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{
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var wall = MultiArt.FindWallCell(multi);
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Assert.True(wall.HasValue, "non-vacuity: house MCL must contain a wall tile");
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var w = wall.Value;
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// From each of the 8 cells surrounding the wall, try stepping in all 8 directions.
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// No step may land ON the wall cell. We also require that SOME step succeeds, so a
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// "zero wall entries" result reflects the wall blocking — not the walker being
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// unable to move here at all (e.g. a Z mismatch blocking everything: a vacuous pass).
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var entriesIntoWall = 0;
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var successfulSteps = 0;
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for (var around = 0; around < 8; around++)
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{
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var cx = w.X;
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var cy = w.Y;
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CalcMoves.Offset((Direction)around, ref cx, ref cy);
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map.GetAverageZ(cx, cy, out _, out var cz, out _);
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var from = new Point3D(cx, cy, (sbyte)cz);
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for (var d = 0; d < 8; d++)
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{
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if (!CalcMoves.CheckMovement(walker, map, from, (Direction)d, out _))
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{
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continue;
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}
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successfulSteps++;
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var tx = cx;
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var ty = cy;
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CalcMoves.Offset((Direction)d, ref tx, ref ty);
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if (tx == w.X && ty == w.Y)
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{
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entriesIntoWall++;
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_output.WriteLine($"UNEXPECTED entry into wall ({w.X},{w.Y}) from ({cx},{cy}) dir {d}");
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}
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}
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}
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Assert.True(successfulSteps > 0, "non-vacuity: walker must be able to move near the wall");
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Assert.Equal(0, entriesIntoWall);
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}
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finally
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{
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walker.Delete();
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multi.Delete();
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}
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}
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[Fact]
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public void FloorCell_IsStandable()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
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var multi = new TestMulti(0x74);
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multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
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var walker = new WalkerStub();
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try
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{
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var floor = MultiArt.FindFloorCell(multi);
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Assert.True(floor.HasValue, "non-vacuity: house MCL must contain a floor tile");
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var f = floor.Value;
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// Stand the walker on a cardinal neighbour of the floor cell and require at least
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// one direction that successfully steps onto the floor cell.
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var enteredFloor = false;
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for (var d = 0; d < 8 && !enteredFloor; d++)
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{
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var nx = f.X;
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var ny = f.Y;
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CalcMoves.Offset((Direction)((d + 4) & 7), ref nx, ref ny);
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map.GetAverageZ(nx, ny, out _, out var nz, out _);
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walker.MoveToWorld(new Point3D(nx, ny, (sbyte)nz), map);
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if (CalcMoves.CheckMovement(walker, map, walker.Location, (Direction)d, out _))
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{
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var tx = nx;
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var ty = ny;
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CalcMoves.Offset((Direction)d, ref tx, ref ty);
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if (tx == f.X && ty == f.Y)
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{
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enteredFloor = true;
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}
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}
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}
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Assert.True(enteredFloor, $"expected the floor cell ({f.X},{f.Y}) to be reachable from a neighbour");
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}
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finally
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{
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walker.Delete();
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multi.Delete();
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}
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}
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}
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