Pathfinding now works exactly as on the client

- This should solve most of the position lag problems, especially ones that caused monsters to suddenly appear next to you (happened especially often when using icewall)
- Added a new heap implementation to db.h (POP2, PUSH2, SIFTUP, SIFTDOWN, UPDATE) that simulates the heap that the client uses, there was no other way to reproduce 100% exact behavior
- I recommend using the old heap implementation for everything else
- Updated path.c to use the new heap macros and also fixed the order in which the different possible directions are pushed into heap
- Special thanks to rversteegen for helping me with various tests and the heap implementation
- Special thanks to ultramage for providing info that helped us narrowing down the possible variables
This commit is contained in:
Playtester 2014-10-03 17:51:24 +02:00
parent 1fe4ad5af4
commit c009b3f4a4
2 changed files with 117 additions and 20 deletions

View File

@ -1292,6 +1292,7 @@ void linkdb_foreach( struct linkdb_node** head, LinkDBFunc func, ... );
/////////////////////////////////////////////////////////////////////
// Binary heap library based on defines. (uses the vector defines above)
// uses aMalloc, aRealloc, aFree
// WARNING: BHEAP implementation details affect behaviour of A* pathfinding
@ -1404,6 +1405,21 @@ void linkdb_foreach( struct linkdb_node** head, LinkDBFunc func, ... );
/// See BHEAP_PUSH. Version used by A* implementation, matching client bheap.
///
/// @param __heap Binary heap
/// @param __val Value
/// @param __topcmp Comparator
/// @param __swp Swapper
#define BHEAP_PUSH2(__heap,__val,__topcmp,__swp) \
do{ \
size_t _i_ = VECTOR_LENGTH(__heap); \
VECTOR_PUSH(__heap,__val); /* insert at end */ \
BHEAP_SIFTDOWN(__heap,0,_i_,__topcmp,__swp); \
}while(0)
/// Removes the top value of the heap. (using the '=' operator)
/// Assumes the heap is not empty.
///
@ -1418,6 +1434,22 @@ void linkdb_foreach( struct linkdb_node** head, LinkDBFunc func, ... );
#define BHEAP_POP(__heap,__topcmp,__swp) BHEAP_POPINDEX(__heap,0,__topcmp,__swp)
/// See BHEAP_POP. Version used by A* implementation, matching client bheap.
///
/// @param __heap Binary heap
/// @param __topcmp Comparator
/// @param __swp Swapper
#define BHEAP_POP2(__heap,__topcmp,__swp) \
do{ \
VECTOR_INDEX(__heap,0) = VECTOR_POP(__heap); /* put last at index */ \
if( !VECTOR_LENGTH(__heap) ) /* removed last, nothing to do */ \
break; \
BHEAP_SIFTUP(__heap,0,__topcmp,__swp); \
}while(0)
/// Removes the target value of the heap. (using the '=' operator)
/// Assumes the index exists.
///
@ -1466,6 +1498,74 @@ void linkdb_foreach( struct linkdb_node** head, LinkDBFunc func, ... );
/// Follow path up towards (but not all the way to) the root, swapping nodes until finding
/// a place where the new item that was placed at __idx fits.
/// Only goes as high as __startidx (usually 0).
///
/// @param __heap Binary heap
/// @param __startidx Index of an ancestor of __idx
/// @param __idx Index of an inserted element
/// @param __topcmp Comparator
/// @param __swp Swapper
#define BHEAP_SIFTDOWN(__heap,__startidx,__idx,__topcmp,__swp) \
do{ \
size_t _i2_ = __idx; \
while( _i2_ > __startidx ) \
{ /* restore heap property in parents */ \
size_t _parent_ = (_i2_-1)/2; \
if( __topcmp(VECTOR_INDEX(__heap,_parent_),VECTOR_INDEX(__heap,_i2_)) <= 0 ) \
break; /* done */ \
__swp(VECTOR_INDEX(__heap,_parent_),VECTOR_INDEX(__heap,_i2_)); \
_i2_ = _parent_; \
} \
}while(0)
/// Repeatedly swap the smaller child with parent, after placing a new item at __idx.
///
/// @param __heap Binary heap
/// @param __idx Index of an inserted element
/// @param __topcmp Comparator
/// @param __swp Swapper
#define BHEAP_SIFTUP(__heap,__idx,__topcmp,__swp) \
do{ \
size_t _i_ = __idx; \
size_t _lchild_ = _i_*2 + 1; \
while( _lchild_ < VECTOR_LENGTH(__heap) ) \
{ /* restore heap property in childs */ \
size_t _rchild_ = _i_*2 + 2; \
if( _rchild_ >= VECTOR_LENGTH(__heap) || __topcmp(VECTOR_INDEX(__heap,_lchild_),VECTOR_INDEX(__heap,_rchild_)) < 0 ) \
{ /* left child */ \
__swp(VECTOR_INDEX(__heap,_i_),VECTOR_INDEX(__heap,_lchild_)); \
_i_ = _lchild_; \
} \
else \
{ /* right child */ \
__swp(VECTOR_INDEX(__heap,_i_),VECTOR_INDEX(__heap,_rchild_)); \
_i_ = _rchild_; \
} \
_lchild_ = _i_*2 + 1; \
} \
BHEAP_SIFTDOWN(__heap,__idx,_i_,__topcmp,__swp); \
}while(0)
/// Call this after modifying the item at __idx__ to restore the heap
///
/// @param __heap Binary heap
/// @param __idx Index
/// @param __topcmp Comparator
/// @param __swp Swapper
#define BHEAP_UPDATE(__heap,__idx,__topcmp,__swp) \
do{ \
BHEAP_SIFTDOWN(__heap,0,__idx,__topcmp,__swp); \
BHEAP_SIFTUP(__heap,__idx,__topcmp,__swp); \
}while(0)
/// Clears the binary heap, freeing allocated data.
///
/// @param __heap Binary heap

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@ -190,7 +190,7 @@ static void heap_push_node(struct node_heap *heap, struct path_node *node)
{
#ifndef __clang_analyzer__ // TODO: Figure out why clang's static analyzer doesn't like this
BHEAP_ENSURE(*heap, 1, 256);
BHEAP_PUSH(*heap, node, NODE_MINTOPCMP, swap_ptr);
BHEAP_PUSH2(*heap, node, NODE_MINTOPCMP, swap_ptr);
#endif // __clang_analyzer__
}
@ -203,8 +203,7 @@ static int heap_update_node(struct node_heap *heap, struct path_node *node)
ShowError("heap_update_node: node not found\n");
return 1;
}
BHEAP_POPINDEX(*heap, i, NODE_MINTOPCMP, swap_ptr);
BHEAP_PUSH(*heap, node, NODE_MINTOPCMP, swap_ptr);
BHEAP_UPDATE(*heap, i, NODE_MINTOPCMP, swap_ptr);
return 0;
}
@ -361,7 +360,7 @@ bool path_search(struct walkpath_data *wpd, int16 m, int16 x0, int16 y0, int16 x
}
current = BHEAP_PEEK(open_set); // Look for the lowest f_cost node in the 'open' set
BHEAP_POP(open_set, NODE_MINTOPCMP, swap_ptr); // Remove it from 'open' set
BHEAP_POP2(open_set, NODE_MINTOPCMP, swap_ptr); // Remove it from 'open' set
x = current->x;
y = current->y;
@ -381,24 +380,22 @@ bool path_search(struct walkpath_data *wpd, int16 m, int16 x0, int16 y0, int16 x
#define chk_dir(d) ((allowed_dirs & (d)) == (d))
// Process neighbors of current node
// TODO: Processing order affects chosen path if there is more than one path with same cost.
// In few cases path found by server will be different than path found by game client.
if (chk_dir(DIR_SOUTH))
e += add_path(&open_set, tp, x, y-1, g_cost + MOVE_COST, current, heuristic(x, y-1, x1, y1)); // (x, y-1) 4
if (chk_dir(DIR_SOUTH|DIR_WEST) && !map_getcellp(md, x-1, y-1, cell))
e += add_path(&open_set, tp, x-1, y-1, g_cost + MOVE_DIAGONAL_COST, current, heuristic(x-1, y-1, x1, y1)); // (x-1, y-1) 3
if (chk_dir(DIR_WEST))
e += add_path(&open_set, tp, x-1, y, g_cost + MOVE_COST, current, heuristic(x-1, y, x1, y1)); // (x-1, y) 2
if (chk_dir(DIR_NORTH|DIR_WEST) && !map_getcellp(md, x-1, y+1, cell))
e += add_path(&open_set, tp, x-1, y+1, g_cost + MOVE_DIAGONAL_COST, current, heuristic(x-1, y+1, x1, y1)); // (x-1, y+1) 1
if (chk_dir(DIR_NORTH))
e += add_path(&open_set, tp, x, y+1, g_cost + MOVE_COST, current, heuristic(x, y+1, x1, y1)); // (x, y+1) 0
if (chk_dir(DIR_NORTH|DIR_EAST) && !map_getcellp(md, x+1, y+1, cell))
e += add_path(&open_set, tp, x+1, y+1, g_cost + MOVE_DIAGONAL_COST, current, heuristic(x+1, y+1, x1, y1)); // (x+1, y+1) 7
if (chk_dir(DIR_EAST))
e += add_path(&open_set, tp, x+1, y, g_cost + MOVE_COST, current, heuristic(x+1, y, x1, y1)); // (x+1, y) 6
if (chk_dir(DIR_SOUTH|DIR_EAST) && !map_getcellp(md, x+1, y-1, cell))
e += add_path(&open_set, tp, x+1, y-1, g_cost + MOVE_DIAGONAL_COST, current, heuristic(x+1, y-1, x1, y1)); // (x+1, y-1) 5
if (chk_dir(DIR_EAST))
e += add_path(&open_set, tp, x+1, y, g_cost + MOVE_COST, current, heuristic(x+1, y, x1, y1)); // (x+1, y) 6
if (chk_dir(DIR_NORTH|DIR_EAST) && !map_getcellp(md, x+1, y+1, cell))
e += add_path(&open_set, tp, x+1, y+1, g_cost + MOVE_DIAGONAL_COST, current, heuristic(x+1, y+1, x1, y1)); // (x+1, y+1) 7
if (chk_dir(DIR_NORTH))
e += add_path(&open_set, tp, x, y+1, g_cost + MOVE_COST, current, heuristic(x, y+1, x1, y1)); // (x, y+1) 0
if (chk_dir(DIR_NORTH|DIR_WEST) && !map_getcellp(md, x-1, y+1, cell))
e += add_path(&open_set, tp, x-1, y+1, g_cost + MOVE_DIAGONAL_COST, current, heuristic(x-1, y+1, x1, y1)); // (x-1, y+1) 1
if (chk_dir(DIR_WEST))
e += add_path(&open_set, tp, x-1, y, g_cost + MOVE_COST, current, heuristic(x-1, y, x1, y1)); // (x-1, y) 2
if (chk_dir(DIR_SOUTH|DIR_WEST) && !map_getcellp(md, x-1, y-1, cell))
e += add_path(&open_set, tp, x-1, y-1, g_cost + MOVE_DIAGONAL_COST, current, heuristic(x-1, y-1, x1, y1)); // (x-1, y-1) 3
if (chk_dir(DIR_SOUTH))
e += add_path(&open_set, tp, x, y-1, g_cost + MOVE_COST, current, heuristic(x, y-1, x1, y1)); // (x, y-1) 4
#undef chk_dir
if (e) {
BHEAP_CLEAR(open_set);