ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/Multi/MultiMaskCacheTests.cs
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

273 lines
11 KiB
C#

using Server.Engines.Pathing.Cache;
using Server.Items;
using Xunit;
namespace Server.Tests.Pathfinding;
[Collection("Sequential Pathfinding Tests")]
public class MultiMaskCacheTests
{
private const int MapId = 1;
private const int GuildHouseId = 0x74;
private const int PlaceX = 1480;
private const int PlaceY = 1620;
[Fact]
public void TryResolveCoveringMulti_FindsPlacedMulti_AndLocalIndices()
{
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
var loc = new Point3D(PlaceX, PlaceY, (sbyte)z);
var multi = new TestMulti(GuildHouseId);
try
{
multi.MoveToWorld(loc, map);
Assert.True(MultiMaskCache.TryResolveCoveringMulti(map, PlaceX, PlaceY, out var found, out var lx, out var ly));
Assert.Same(multi, found);
var mcl = multi.Components;
Assert.Equal(PlaceX - multi.X - mcl.Min.X, lx);
Assert.Equal(PlaceY - multi.Y - mcl.Min.Y, ly);
Assert.False(MultiMaskCache.TryResolveCoveringMulti(map, PlaceX + 200, PlaceY + 200, out _, out _, out _));
}
finally
{
multi.Delete();
}
}
[Fact]
public void IsInteriorLocalCell_TrueDeepInside_FalseAtEdge()
{
var multi = new TestMulti(GuildHouseId);
try
{
var mcl = multi.Components;
var foundInterior = false;
var foundEdge = false;
for (var ly = 0; ly < mcl.Height && (!foundInterior || !foundEdge); ly++)
{
for (var lx = 0; lx < mcl.Width; lx++)
{
if (mcl.Tiles[lx][ly].Length == 0)
{
continue;
}
if (MultiMaskCache.IsInteriorLocalCell(mcl, lx, ly))
{
foundInterior = true;
}
else
{
foundEdge = true;
}
}
}
Assert.True(foundInterior, "a guild house must have at least one interior cell");
Assert.True(foundEdge, "a guild house must have at least one edge/perimeter cell");
}
finally
{
multi.Delete();
}
}
[Fact]
public void LocalWorldZ_RoundTrips_AndPreservesMasks()
{
var world = new StepMask(
walkMask: 0b1010_1010, wetMask: 0b0101_0101,
walkZN: 10, walkZNE: 11, walkZE: 12, walkZSE: 13, walkZS: 14, walkZSW: 15, walkZW: 16, walkZNW: 17,
swimZN: -1, swimZNE: -2, swimZE: -3, swimZSE: -4, swimZS: -5, swimZSW: -6, swimZW: -7, swimZNW: -8
);
const int multiZ = 7;
Assert.True(MultiMaskCache.TryToLocalZ(world, multiZ, out var local));
var back = MultiMaskCache.ToWorldZ(local, multiZ);
Assert.Equal(world.WalkMask, back.WalkMask);
Assert.Equal(world.WetMask, back.WetMask);
for (var d = 0; d < 8; d++)
{
Assert.Equal(world.GetWalkZ((Direction)d), back.GetWalkZ((Direction)d));
Assert.Equal(world.GetSwimZ((Direction)d), back.GetSwimZ((Direction)d));
}
}
[Fact]
public void TryToLocalZ_RejectsOverflow()
{
var world = new StepMask(
walkMask: 0xFF, wetMask: 0,
walkZN: 100, walkZNE: 0, walkZE: 0, walkZSE: 0, walkZS: 0, walkZSW: 0, walkZW: 0, walkZNW: 0,
swimZN: 0, swimZNE: 0, swimZE: 0, swimZSE: 0, swimZS: 0, swimZSW: 0, swimZW: 0, swimZNW: 0
);
Assert.False(MultiMaskCache.TryToLocalZ(world, -100, out _));
}
[Fact]
public void TerrainTopBelow_TrueWhenFloorWellAboveGround()
{
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
map.GetAverageZ(PlaceX, PlaceY, out _, out var ground, out _);
// Floor far above ground → terrain is below → guard passes.
Assert.True(MultiMaskCache.TerrainTopBelow(map, PlaceX, PlaceY, (sbyte)(ground + 50)));
// Floor at/below ground → terrain reaches the envelope → guard fails.
Assert.False(MultiMaskCache.TerrainTopBelow(map, PlaceX, PlaceY, (sbyte)(ground - 50)));
}
[Fact]
public void PathThroughHouseInterior_IncrementsMultiMaskCacheHits()
{
// (PlaceX,PlaceY)=(1480,1620) is cluttered (footprint overlaps tall map statics → dirty), so it
// would never serve the interior cache under the footprint-clean gate. Use a known flat/clear
// spot so a house there is footprint-clean and its interior cells serve from the cache.
const int CleanX = 1560;
const int CleanY = 1616;
var map = Map.Maps[MapId];
map.GetAverageZ(CleanX, CleanY, out _, out var z, out _);
var houseLoc = new Point3D(CleanX, CleanY, (sbyte)z);
var multi = new TestMulti(GuildHouseId);
var cacheWas = Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache;
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = true;
var mover = MultiTestSupport.GetWalkerOracle(map, new Point3D(CleanX, CleanY + 10, (sbyte)z));
try
{
multi.MoveToWorld(houseLoc, map);
Assert.True(MultiMaskCache.ComputeFootprintClean(map, multi),
"precondition: (1560,1616) must be footprint-clean for the cache to serve");
StepCache.Instance.Clear();
var start = new Point3D(CleanX, CleanY + 10, (sbyte)z);
var goal = new Point3D(CleanX, CleanY - 10, (sbyte)z);
// First pass builds the interior cache (live synth); second pass should hit it.
Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
var before = StepCache.Instance.GetStats().MultiMaskCacheHits;
Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
var after = StepCache.Instance.GetStats().MultiMaskCacheHits;
Assert.True(after > before, $"expected MultiMaskCacheHits to increase, before={before} after={after}");
}
finally
{
mover.Delete();
multi.Delete();
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = cacheWas;
}
}
[Fact]
public void ClutteredHouse_DoesNotServeCache_ButStillPaths()
{
var map = Map.Maps[MapId];
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
var multi = new TestMulti(GuildHouseId);
var cacheWas = Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache;
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = true;
var mover = MultiTestSupport.GetWalkerOracle(map, new Point3D(PlaceX, PlaceY + 10, (sbyte)z));
try
{
// (1480,1620) overlaps tall map statics → footprint dirty → cache must NOT serve.
multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
Assert.False(MultiMaskCache.ComputeFootprintClean(map, multi),
"precondition: (1480,1620) must be footprint-dirty for this test to be meaningful");
StepCache.Instance.Clear();
var start = new Point3D(PlaceX, PlaceY + 10, (sbyte)z);
var goal = new Point3D(PlaceX, PlaceY - 10, (sbyte)z);
Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal); // warm
var before = StepCache.Instance.GetStats().MultiMaskCacheHits;
var path = Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
var after = StepCache.Instance.GetStats().MultiMaskCacheHits;
Assert.NotNull(path); // pathfinding still works (degraded to live-synth)
Assert.Equal(before, after); // dirty footprint → zero cache serves
}
finally
{
mover.Delete();
multi.Delete();
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = cacheWas;
}
}
[Fact]
public void PathInteriorCacheState_ResetsOnMove()
{
var map = Map.Maps[MapId];
var multi = new TestMulti(GuildHouseId);
try
{
multi.MoveToWorld(new Point3D(PlaceX, PlaceY, 0), map);
multi.PathInteriorCacheState = MultiInteriorCacheState.Clean;
// A move changes the footprint's world terrain, so the gate must reset to Unknown and
// recompute on next use. (BaseMulti.OnLocationChange does this; subclasses like BaseHouse
// and BaseBoat must call base for it to fire — this pins that contract.)
multi.MoveToWorld(new Point3D(PlaceX + 8, PlaceY + 8, 0), map);
Assert.Equal(MultiInteriorCacheState.Unknown, multi.PathInteriorCacheState);
}
finally
{
multi.Delete();
}
}
[Fact]
public void PathInteriorCacheState_ResetsOnItemIdChange()
{
var map = Map.Maps[MapId];
var multi = new TestMulti(GuildHouseId);
try
{
multi.MoveToWorld(new Point3D(PlaceX, PlaceY, 0), map);
multi.PathInteriorCacheState = MultiInteriorCacheState.Clean;
// Changing ItemID swaps the footprint (e.g. a boat changing heading), so the gate must
// reset to recompute cleanliness for the new shape.
multi.ItemID = 0x7A; // Tower
Assert.Equal(MultiInteriorCacheState.Unknown, multi.PathInteriorCacheState);
}
finally
{
multi.Delete();
}
}
[Fact]
public void ComputeFootprintClean_TrueAtNormalPlacement_FalseWhenSunk()
{
// (PlaceX,PlaceY) is a cluttered spot whose footprint overlaps tall map statics, so a guild
// house there is never footprint-clean. Use a known flat/clear spot for the clean assertion.
const int CleanX = 1560;
const int CleanY = 1616;
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
map.GetAverageZ(CleanX, CleanY, out _, out var ground, out _);
var normal = new TestMulti(GuildHouseId);
var sunk = new TestMulti(GuildHouseId);
try
{
normal.MoveToWorld(new Point3D(CleanX, CleanY, (sbyte)ground), map);
Assert.True(MultiMaskCache.ComputeFootprintClean(map, normal));
sunk.MoveToWorld(new Point3D(CleanX + 60, CleanY, (sbyte)(ground - 40)), map);
Assert.False(MultiMaskCache.ComputeFootprintClean(map, sunk));
}
finally
{
normal.Delete();
sunk.Delete();
}
}
}