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
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1fe4ad5af4
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100
src/common/db.h
100
src/common/db.h
@ -1292,6 +1292,7 @@ void linkdb_foreach( struct linkdb_node** head, LinkDBFunc func, ... );
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/////////////////////////////////////////////////////////////////////
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// Binary heap library based on defines. (uses the vector defines above)
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// uses aMalloc, aRealloc, aFree
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// WARNING: BHEAP implementation details affect behaviour of A* pathfinding
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@ -1404,6 +1405,21 @@ void linkdb_foreach( struct linkdb_node** head, LinkDBFunc func, ... );
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/// See BHEAP_PUSH. Version used by A* implementation, matching client bheap.
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///
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/// @param __heap Binary heap
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/// @param __val Value
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/// @param __topcmp Comparator
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/// @param __swp Swapper
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#define BHEAP_PUSH2(__heap,__val,__topcmp,__swp) \
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do{ \
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size_t _i_ = VECTOR_LENGTH(__heap); \
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VECTOR_PUSH(__heap,__val); /* insert at end */ \
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BHEAP_SIFTDOWN(__heap,0,_i_,__topcmp,__swp); \
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}while(0)
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/// Removes the top value of the heap. (using the '=' operator)
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/// Assumes the heap is not empty.
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///
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@ -1418,6 +1434,22 @@ void linkdb_foreach( struct linkdb_node** head, LinkDBFunc func, ... );
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#define BHEAP_POP(__heap,__topcmp,__swp) BHEAP_POPINDEX(__heap,0,__topcmp,__swp)
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/// See BHEAP_POP. Version used by A* implementation, matching client bheap.
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///
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/// @param __heap Binary heap
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/// @param __topcmp Comparator
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/// @param __swp Swapper
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#define BHEAP_POP2(__heap,__topcmp,__swp) \
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do{ \
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VECTOR_INDEX(__heap,0) = VECTOR_POP(__heap); /* put last at index */ \
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if( !VECTOR_LENGTH(__heap) ) /* removed last, nothing to do */ \
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break; \
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BHEAP_SIFTUP(__heap,0,__topcmp,__swp); \
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}while(0)
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/// Removes the target value of the heap. (using the '=' operator)
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/// Assumes the index exists.
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///
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@ -1466,6 +1498,74 @@ void linkdb_foreach( struct linkdb_node** head, LinkDBFunc func, ... );
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/// Follow path up towards (but not all the way to) the root, swapping nodes until finding
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/// a place where the new item that was placed at __idx fits.
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/// Only goes as high as __startidx (usually 0).
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///
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/// @param __heap Binary heap
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/// @param __startidx Index of an ancestor of __idx
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/// @param __idx Index of an inserted element
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/// @param __topcmp Comparator
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/// @param __swp Swapper
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#define BHEAP_SIFTDOWN(__heap,__startidx,__idx,__topcmp,__swp) \
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do{ \
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size_t _i2_ = __idx; \
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while( _i2_ > __startidx ) \
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{ /* restore heap property in parents */ \
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size_t _parent_ = (_i2_-1)/2; \
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if( __topcmp(VECTOR_INDEX(__heap,_parent_),VECTOR_INDEX(__heap,_i2_)) <= 0 ) \
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break; /* done */ \
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__swp(VECTOR_INDEX(__heap,_parent_),VECTOR_INDEX(__heap,_i2_)); \
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_i2_ = _parent_; \
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} \
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}while(0)
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/// Repeatedly swap the smaller child with parent, after placing a new item at __idx.
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///
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/// @param __heap Binary heap
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/// @param __idx Index of an inserted element
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/// @param __topcmp Comparator
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/// @param __swp Swapper
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#define BHEAP_SIFTUP(__heap,__idx,__topcmp,__swp) \
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do{ \
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size_t _i_ = __idx; \
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size_t _lchild_ = _i_*2 + 1; \
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while( _lchild_ < VECTOR_LENGTH(__heap) ) \
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{ /* restore heap property in childs */ \
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size_t _rchild_ = _i_*2 + 2; \
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if( _rchild_ >= VECTOR_LENGTH(__heap) || __topcmp(VECTOR_INDEX(__heap,_lchild_),VECTOR_INDEX(__heap,_rchild_)) < 0 ) \
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{ /* left child */ \
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__swp(VECTOR_INDEX(__heap,_i_),VECTOR_INDEX(__heap,_lchild_)); \
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_i_ = _lchild_; \
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} \
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else \
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{ /* right child */ \
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__swp(VECTOR_INDEX(__heap,_i_),VECTOR_INDEX(__heap,_rchild_)); \
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_i_ = _rchild_; \
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} \
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_lchild_ = _i_*2 + 1; \
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} \
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BHEAP_SIFTDOWN(__heap,__idx,_i_,__topcmp,__swp); \
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}while(0)
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/// Call this after modifying the item at __idx__ to restore the heap
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///
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/// @param __heap Binary heap
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/// @param __idx Index
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/// @param __topcmp Comparator
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/// @param __swp Swapper
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#define BHEAP_UPDATE(__heap,__idx,__topcmp,__swp) \
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do{ \
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BHEAP_SIFTDOWN(__heap,0,__idx,__topcmp,__swp); \
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BHEAP_SIFTUP(__heap,__idx,__topcmp,__swp); \
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}while(0)
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/// Clears the binary heap, freeing allocated data.
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///
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/// @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)
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{
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#ifndef __clang_analyzer__ // TODO: Figure out why clang's static analyzer doesn't like this
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BHEAP_ENSURE(*heap, 1, 256);
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BHEAP_PUSH(*heap, node, NODE_MINTOPCMP, swap_ptr);
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BHEAP_PUSH2(*heap, node, NODE_MINTOPCMP, swap_ptr);
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#endif // __clang_analyzer__
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}
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@ -203,8 +203,7 @@ static int heap_update_node(struct node_heap *heap, struct path_node *node)
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ShowError("heap_update_node: node not found\n");
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return 1;
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}
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BHEAP_POPINDEX(*heap, i, NODE_MINTOPCMP, swap_ptr);
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BHEAP_PUSH(*heap, node, NODE_MINTOPCMP, swap_ptr);
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BHEAP_UPDATE(*heap, i, NODE_MINTOPCMP, swap_ptr);
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return 0;
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}
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@ -361,7 +360,7 @@ bool path_search(struct walkpath_data *wpd, int16 m, int16 x0, int16 y0, int16 x
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}
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current = BHEAP_PEEK(open_set); // Look for the lowest f_cost node in the 'open' set
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BHEAP_POP(open_set, NODE_MINTOPCMP, swap_ptr); // Remove it from 'open' set
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BHEAP_POP2(open_set, NODE_MINTOPCMP, swap_ptr); // Remove it from 'open' set
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x = current->x;
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y = current->y;
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@ -381,24 +380,22 @@ bool path_search(struct walkpath_data *wpd, int16 m, int16 x0, int16 y0, int16 x
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#define chk_dir(d) ((allowed_dirs & (d)) == (d))
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// Process neighbors of current node
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// TODO: Processing order affects chosen path if there is more than one path with same cost.
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// In few cases path found by server will be different than path found by game client.
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if (chk_dir(DIR_SOUTH))
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e += add_path(&open_set, tp, x, y-1, g_cost + MOVE_COST, current, heuristic(x, y-1, x1, y1)); // (x, y-1) 4
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if (chk_dir(DIR_SOUTH|DIR_WEST) && !map_getcellp(md, x-1, y-1, cell))
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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
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if (chk_dir(DIR_WEST))
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e += add_path(&open_set, tp, x-1, y, g_cost + MOVE_COST, current, heuristic(x-1, y, x1, y1)); // (x-1, y) 2
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if (chk_dir(DIR_NORTH|DIR_WEST) && !map_getcellp(md, x-1, y+1, cell))
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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
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if (chk_dir(DIR_NORTH))
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e += add_path(&open_set, tp, x, y+1, g_cost + MOVE_COST, current, heuristic(x, y+1, x1, y1)); // (x, y+1) 0
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if (chk_dir(DIR_NORTH|DIR_EAST) && !map_getcellp(md, x+1, y+1, cell))
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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
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if (chk_dir(DIR_EAST))
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e += add_path(&open_set, tp, x+1, y, g_cost + MOVE_COST, current, heuristic(x+1, y, x1, y1)); // (x+1, y) 6
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if (chk_dir(DIR_SOUTH|DIR_EAST) && !map_getcellp(md, x+1, y-1, cell))
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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
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if (chk_dir(DIR_EAST))
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e += add_path(&open_set, tp, x+1, y, g_cost + MOVE_COST, current, heuristic(x+1, y, x1, y1)); // (x+1, y) 6
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if (chk_dir(DIR_NORTH|DIR_EAST) && !map_getcellp(md, x+1, y+1, cell))
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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
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if (chk_dir(DIR_NORTH))
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e += add_path(&open_set, tp, x, y+1, g_cost + MOVE_COST, current, heuristic(x, y+1, x1, y1)); // (x, y+1) 0
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if (chk_dir(DIR_NORTH|DIR_WEST) && !map_getcellp(md, x-1, y+1, cell))
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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
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if (chk_dir(DIR_WEST))
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e += add_path(&open_set, tp, x-1, y, g_cost + MOVE_COST, current, heuristic(x-1, y, x1, y1)); // (x-1, y) 2
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if (chk_dir(DIR_SOUTH|DIR_WEST) && !map_getcellp(md, x-1, y-1, cell))
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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
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if (chk_dir(DIR_SOUTH))
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e += add_path(&open_set, tp, x, y-1, g_cost + MOVE_COST, current, heuristic(x, y-1, x1, y1)); // (x, y-1) 4
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#undef chk_dir
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if (e) {
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BHEAP_CLEAR(open_set);
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