Core/Waypoints: Refactor to split data into path and node related info in db

Port From (https://github.com/TrinityCore/TrinityCore/commit/12186ef8573f60abeff4747da58767ee71092600)
This commit is contained in:
hondacrx
2024-02-05 17:22:55 -05:00
parent 301d3fb00d
commit 771cbadc69
15 changed files with 520 additions and 651 deletions
@@ -113,15 +113,15 @@ namespace Game.Movement
x = y = z = 0;
// prevent a crash at empty waypoint path.
if (_path == null || _path.nodes.Empty())
if (_path == null || _path.Nodes.Empty())
return false;
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator::GetResetPosition: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
WaypointNode waypoint = _path.nodes.ElementAt(_currentNode);
Cypher.Assert(_currentNode < _path.Nodes.Count, $"WaypointMovementGenerator::GetResetPosition: tried to reference a node id ({_currentNode}) which is not included in path ({_path.Id})");
WaypointNode waypoint = _path.Nodes.ElementAt(_currentNode);
x = waypoint.x;
y = waypoint.y;
z = waypoint.z;
x = waypoint.X;
y = waypoint.Y;
z = waypoint.Z;
return true;
}
@@ -132,7 +132,7 @@ namespace Game.Movement
if (_loadedFromDB)
{
if (_pathId == 0)
_pathId = owner.GetWaypointPath();
_pathId = owner.GetWaypointPathId();
_path = Global.WaypointMgr.GetPath(_pathId);
}
@@ -143,6 +143,11 @@ namespace Game.Movement
return;
}
_followPathBackwardsFromEndToStart = _path.Flags.HasFlag(WaypointPathFlags.FollowPathBackwardsFromEndToStart);
if (_path.Nodes.Count == 1)
_repeating = false;
owner.StopMoving();
_nextMoveTime.Reset(1000);
@@ -163,7 +168,7 @@ namespace Game.Movement
if (owner == null || !owner.IsAlive())
return true;
if (HasFlag(MovementGeneratorFlags.Finalized | MovementGeneratorFlags.Paused) || _path == null || _path.nodes.Empty())
if (HasFlag(MovementGeneratorFlags.Finalized | MovementGeneratorFlags.Paused) || _path == null || _path.Nodes.Empty())
return true;
if (_duration != null)
@@ -267,28 +272,32 @@ namespace Game.Movement
}
}
void MovementInform(Creature owner)
public void MovementInform(Creature owner)
{
WaypointNode waypoint = _path.Nodes.ElementAt(_currentNode);
CreatureAI ai = owner.GetAI();
if (ai != null)
ai.MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
{
ai.MovementInform(MovementGeneratorType.Waypoint, waypoint.Id);
ai.WaypointReached(waypoint.Id, _path.Id);
}
}
void OnArrived(Creature owner)
{
if (_path == null || _path.nodes.Empty())
if (_path == null || _path.Nodes.Empty())
return;
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.OnArrived: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
WaypointNode waypoint = _path.nodes.ElementAt(_currentNode);
if (waypoint.delay != 0)
Cypher.Assert(_currentNode < _path.Nodes.Count, $"WaypointMovementGenerator.OnArrived: tried to reference a node id ({_currentNode}) which is not included in path ({_path.Id})");
WaypointNode waypoint = _path.Nodes.ElementAt(_currentNode);
if (waypoint.Delay != 0)
{
owner.ClearUnitState(UnitState.RoamingMove);
_nextMoveTime.Reset(waypoint.delay);
_nextMoveTime.Reset(waypoint.Delay);
}
if (_waitTimeRangeAtPathEnd.HasValue && _followPathBackwardsFromEndToStart
&& ((_isReturningToStart && _currentNode == 0) || (!_isReturningToStart && _currentNode == _path.nodes.Count - 1)))
&& ((_isReturningToStart && _currentNode == 0) || (!_isReturningToStart && _currentNode == _path.Nodes.Count - 1)))
{
owner.ClearUnitState(UnitState.RoamingMove);
TimeSpan waitTime = RandomHelper.RandTime(_waitTimeRangeAtPathEnd.Value.min, _waitTimeRangeAtPathEnd.Value.max);
@@ -301,21 +310,15 @@ namespace Game.Movement
_nextMoveTime.Reset(waitTime);
}
// inform AI
CreatureAI ai = owner.GetAI();
if (ai != null)
{
ai.MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
ai.WaypointReached(waypoint.id, _path.id);
}
MovementInform(owner);
owner.UpdateCurrentWaypointInfo(waypoint.id, _path.id);
owner.UpdateCurrentWaypointInfo(waypoint.Id, _path.Id);
}
void StartMove(Creature owner, bool relaunch = false)
{
// sanity checks
if (owner == null || !owner.IsAlive() || HasFlag(MovementGeneratorFlags.Finalized) || _path == null || _path.nodes.Empty() || (relaunch && (HasFlag(MovementGeneratorFlags.InformEnabled) || !HasFlag(MovementGeneratorFlags.Initialized))))
if (owner == null || !owner.IsAlive() || HasFlag(MovementGeneratorFlags.Finalized) || _path == null || _path.Nodes.Empty() || (relaunch && (HasFlag(MovementGeneratorFlags.InformEnabled) || !HasFlag(MovementGeneratorFlags.Initialized))))
return;
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting() || (owner.IsFormationLeader() && !owner.IsFormationLeaderMoveAllowed())) // if cannot move OR cannot move because of formation
@@ -330,18 +333,18 @@ namespace Game.Movement
{
if (ComputeNextNode())
{
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
Cypher.Assert(_currentNode < _path.Nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.Id})");
// inform AI
CreatureAI ai = owner.GetAI();
if (ai != null)
ai.WaypointStarted(_path.nodes[_currentNode].id, _path.id);
ai.WaypointStarted(_path.Nodes[_currentNode].Id, _path.Id);
}
else
{
WaypointNode currentWaypoint = _path.nodes[_currentNode];
float x = currentWaypoint.x;
float y = currentWaypoint.y;
float z = currentWaypoint.z;
WaypointNode currentWaypoint = _path.Nodes[_currentNode];
float x = currentWaypoint.X;
float y = currentWaypoint.Y;
float z = currentWaypoint.Z;
float o = owner.GetOrientation();
if (!transportPath)
@@ -365,7 +368,7 @@ namespace Game.Movement
// inform AI
CreatureAI ai = owner.GetAI();
if (ai != null)
ai.WaypointPathEnded(currentWaypoint.id, _path.id);
ai.WaypointPathEnded(currentWaypoint.Id, _path.Id);
return;
}
}
@@ -376,11 +379,11 @@ namespace Game.Movement
// inform AI
CreatureAI ai = owner.GetAI();
if (ai != null)
ai.WaypointStarted(_path.nodes[_currentNode].id, _path.id);
ai.WaypointStarted(_path.Nodes[_currentNode].Id, _path.Id);
}
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
WaypointNode waypoint = _path.nodes[_currentNode];
Cypher.Assert(_currentNode < _path.Nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.Id})");
WaypointNode waypoint = _path.Nodes[_currentNode];
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.InformEnabled | MovementGeneratorFlags.TimedPaused);
@@ -394,12 +397,12 @@ namespace Game.Movement
//! Do not use formationDest here, MoveTo requires transport offsets due to DisableTransportPathTransformations() call
//! but formationDest contains global coordinates
init.MoveTo(waypoint.x, waypoint.y, waypoint.z, _generatePath);
init.MoveTo(waypoint.X, waypoint.Y, waypoint.Z, _generatePath);
if (waypoint.orientation.HasValue && (waypoint.delay > 0 || _currentNode == _path.nodes.Count - 1))
init.SetFacing(waypoint.orientation.Value);
if (waypoint.Orientation.HasValue && (waypoint.Delay > 0 || _currentNode == _path.Nodes.Count - 1))
init.SetFacing(waypoint.Orientation.Value);
switch (waypoint.moveType)
switch (_path.MoveType)
{
case WaypointMoveType.Land:
init.SetAnimation(AnimTier.Ground);
@@ -440,16 +443,16 @@ namespace Game.Movement
bool ComputeNextNode()
{
if ((_currentNode == _path.nodes.Count - 1) && !_repeating)
if ((_currentNode == _path.Nodes.Count - 1) && !_repeating)
return false;
if (!_followPathBackwardsFromEndToStart || _path.nodes.Count < 2)
_currentNode = (_currentNode + 1) % _path.nodes.Count;
if (!_followPathBackwardsFromEndToStart || _path.Nodes.Count < 2)
_currentNode = (_currentNode + 1) % _path.Nodes.Count;
else
{
if (!_isReturningToStart)
{
if (++_currentNode >= _path.nodes.Count)
if (++_currentNode >= _path.Nodes.Count)
{
_currentNode -= 2;
_isReturningToStart = true;
+1 -1
View File
@@ -1035,7 +1035,7 @@ namespace Game.Movement
public void MovePath(WaypointPath path, bool repeatable, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
(TimeSpan min, TimeSpan max)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool followPathBackwardsFromEndToStart = false, bool generatePath = true)
{
Log.outDebug(LogFilter.Movement, $"MotionMaster::MovePath: '{_owner.GetGUID()}', starts moving over path Id: {path.id} (repeatable: {repeatable})");
Log.outDebug(LogFilter.Movement, $"MotionMaster::MovePath: '{_owner.GetGUID()}', starts moving over path Id: {path.Id} (repeatable: {repeatable})");
Add(new WaypointMovementGenerator(path, repeatable, duration, speed, speedSelectionMode, waitTimeRangeAtPathEnd, wanderDistanceAtPathEnds, followPathBackwardsFromEndToStart, generatePath), MovementSlot.Default);
}
+278 -102
View File
@@ -2,8 +2,11 @@
// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
using Framework.Database;
using Game.Entities;
using Game.Maps;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Game
{
@@ -11,16 +14,24 @@ namespace Game
{
WaypointManager() { }
public void Load()
public void LoadPaths()
{
_LoadPaths();
_LoadPathNodes();
DoPostLoadingChecks();
}
void _LoadPaths()
{
_pathStorage.Clear();
var oldMSTime = Time.GetMSTime();
// 0 1 2 3 4 5 6 7
SQLResult result = DB.World.Query("SELECT id, point, position_x, position_y, position_z, orientation, move_type, delay FROM waypoint_data ORDER BY id, point");
// 0 1 2
SQLResult result = DB.World.Query("SELECT PathId, MoveType, Flags FROM waypoint_path");
if (result.IsEmpty())
{
Log.outInfo(LogFilter.ServerLoading, "Loaded 0 waypoints. DB table `waypoint_data` is empty!");
Log.outInfo(LogFilter.ServerLoading, "Loaded 0 waypoint paths. DB table `waypoint_path` is empty!");
return;
}
@@ -28,143 +39,308 @@ namespace Game
do
{
uint pathId = result.Read<uint>(0);
float x = result.Read<float>(2);
float y = result.Read<float>(3);
float z = result.Read<float>(4);
float? o = null;
if (!result.IsNull(5))
o = result.Read<float>(5);
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
WaypointNode waypoint = new();
waypoint.id = result.Read<uint>(1);
waypoint.x = x;
waypoint.y = y;
waypoint.z = z;
waypoint.orientation = o;
waypoint.moveType = (WaypointMoveType)result.Read<uint>(6);
if (waypoint.moveType >= WaypointMoveType.Max)
{
Log.outError(LogFilter.Sql, $"Waypoint {waypoint.id} in waypoint_data has invalid move_type, ignoring");
continue;
}
waypoint.delay = result.Read<uint>(7);
if (!_waypointStore.ContainsKey(pathId))
_waypointStore[pathId] = new WaypointPath();
WaypointPath path = _waypointStore[pathId];
path.id = pathId;
path.nodes.Add(waypoint);
LoadPathFromDB(result.GetFields());
++count;
} while (result.NextRow());
Log.outInfo(LogFilter.ServerLoading, $"Loaded {count} waypoints in {Time.GetMSTimeDiffToNow(oldMSTime)} ms");
Log.outInfo(LogFilter.ServerLoading, $"Loaded {count} waypoint paths in {Time.GetMSTimeDiffToNow(oldMSTime)} ms");
}
public void ReloadPath(uint id)
void _LoadPathNodes()
{
_waypointStore.Remove(id);
PreparedStatement stmt = WorldDatabase.GetPreparedStatement(WorldStatements.SEL_WAYPOINT_DATA_BY_ID);
stmt.AddValue(0, id);
SQLResult result = DB.World.Query(stmt);
uint oldMSTime = Time.GetMSTime();
// 0 1 2 3 4 5 6
SQLResult result = DB.World.Query("SELECT PathId, NodeId, PositionX, PositionY, PositionZ, Orientation, Delay FROM waypoint_path_node ORDER BY PathId, NodeId");
if (result.IsEmpty())
{
Log.outInfo(LogFilter.ServerLoading, "Loaded 0 waypoint path nodes. DB table `waypoint_path_node` is empty!");
return;
}
uint count = 0;
List<WaypointNode> values = new();
do
{
float x = result.Read<float>(1);
float y = result.Read<float>(2);
float z = result.Read<float>(3);
float? o = null;
if (!result.IsNull(4))
o = result.Read<float>(4);
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
WaypointNode waypoint = new();
waypoint.id = result.Read<uint>(0);
waypoint.x = x;
waypoint.y = y;
waypoint.z = z;
waypoint.orientation = o;
waypoint.moveType = (WaypointMoveType)result.Read<uint>(5);
if (waypoint.moveType >= WaypointMoveType.Max)
{
Log.outError(LogFilter.Sql, $"Waypoint {waypoint.id} in waypoint_data has invalid move_type, ignoring");
continue;
}
waypoint.delay = result.Read<uint>(6);
values.Add(waypoint);
LoadPathNodesFromDB(result.GetFields());
++count;
}
while (result.NextRow());
_waypointStore[id] = new WaypointPath(id, values);
Log.outInfo(LogFilter.ServerLoading, $"Loaded {count} waypoint path nodes in {Time.GetMSTimeDiffToNow(oldMSTime)} ms");
DoPostLoadingChecks();
}
public WaypointPath GetPath(uint id)
void LoadPathFromDB(SQLFields fields)
{
return _waypointStore.LookupByKey(id);
uint pathId = fields.Read<uint>(0);
WaypointPath path = new();
path.Id = pathId;
path.MoveType = (WaypointMoveType)fields.Read<byte>(1);
if (path.MoveType >= WaypointMoveType.Max)
{
Log.outError(LogFilter.Sql, $"PathId {pathId} in `waypoint_path` has invalid MoveType {path.MoveType}, ignoring");
return;
}
path.Flags = (WaypointPathFlags)fields.Read<byte>(2);
path.Nodes.Clear();
_pathStorage.Add(pathId, path);
}
Dictionary<uint, WaypointPath> _waypointStore = new();
void LoadPathNodesFromDB(SQLFields fields)
{
uint pathId = fields.Read<uint>(0);
if (!_pathStorage.ContainsKey(pathId))
{
Log.outError(LogFilter.Sql, $"PathId {pathId} in `waypoint_path_node` does not exist in `waypoint_path`, ignoring");
return;
}
float x = fields.Read<float>(2);
float y = fields.Read<float>(3);
float z = fields.Read<float>(4);
float? o = null;
if (!fields.IsNull(5))
o = fields.Read<float>(5);
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
WaypointNode waypoint = new(fields.Read<uint>(1), x, y, z, o, fields.Read<uint>(6));
_pathStorage[pathId].Nodes.Add(waypoint);
}
void DoPostLoadingChecks()
{
foreach (var path in _pathStorage)
{
WaypointPath pathInfo = path.Value;
if (pathInfo.Nodes.Empty())
Log.outError(LogFilter.Sql, $"PathId {pathInfo.Id} in `waypoint_path` has no assigned nodes in `waypoint_path_node`");
if (pathInfo.Flags.HasFlag(WaypointPathFlags.FollowPathBackwardsFromEndToStart) && pathInfo.Nodes.Count < 2)
Log.outError(LogFilter.Sql, $"PathId {pathInfo.Id} in `waypoint_path` has FollowPathBackwardsFromEndToStart set, but only {pathInfo.Nodes.Count} nodes, requires {2}");
}
}
public void ReloadPath(uint pathId)
{
// waypoint_path
PreparedStatement stmt = WorldDatabase.GetPreparedStatement(WorldStatements.SEL_WAYPOINT_PATH_BY_PATHID);
stmt.AddValue(0, pathId);
SQLResult result = DB.World.Query(stmt);
if (result.IsEmpty())
{
Log.outError(LogFilter.Sql, $"PathId {pathId} in `waypoint_path` not found, ignoring");
return;
}
do
{
LoadPathFromDB(result.GetFields());
} while (result.NextRow());
// waypoint_path_data
stmt = WorldDatabase.GetPreparedStatement(WorldStatements.SEL_WAYPOINT_PATH_NODE_BY_PATHID);
stmt.AddValue(0, pathId);
result = DB.World.Query(stmt);
if (result.IsEmpty())
{
Log.outError(LogFilter.Sql, $"PathId {pathId} in `waypoint_path_node` not found, ignoring");
return;
}
do
{
LoadPathNodesFromDB(result.GetFields());
} while (result.NextRow());
}
public void VisualizePath(Unit owner, WaypointPath path, uint? displayId)
{
foreach (WaypointNode node in path.Nodes)
{
var pathNodePair = (path.Id, node.Id);
if (!_nodeToVisualWaypointGUIDsMap.ContainsKey(pathNodePair))
continue;
TempSummon summon = owner.SummonCreature(1, node.X, node.Y, node.Z, node.Orientation.HasValue ? node.Orientation.Value : 0.0f);
if (summon == null)
continue;
if (displayId.HasValue)
{
summon.SetDisplayId(displayId.Value, true);
summon.SetObjectScale(0.5f);
}
_nodeToVisualWaypointGUIDsMap[pathNodePair] = summon.GetGUID();
_visualWaypointGUIDToNodeMap[summon.GetGUID()] = (path, node);
}
}
public void DevisualizePath(Unit owner, WaypointPath path)
{
foreach (WaypointNode node in path.Nodes)
{
var pathNodePair = (path.Id, node.Id);
if (!_nodeToVisualWaypointGUIDsMap.TryGetValue(pathNodePair, out ObjectGuid guid))
continue;
Creature creature = ObjectAccessor.GetCreature(owner, guid);
if (creature == null)
continue;
_visualWaypointGUIDToNodeMap.Remove(guid);
_nodeToVisualWaypointGUIDsMap.Remove(pathNodePair);
creature.DespawnOrUnsummon();
}
}
public void MoveNode(WaypointPath path, WaypointNode node, Position pos)
{
PreparedStatement stmt = WorldDatabase.GetPreparedStatement(WorldStatements.UPD_WAYPOINT_PATH_NODE_POSITION);
stmt.AddValue(0, pos.GetPositionX());
stmt.AddValue(1, pos.GetPositionY());
stmt.AddValue(2, pos.GetPositionZ());
stmt.AddValue(3, pos.GetOrientation());
stmt.AddValue(4, path.Id);
stmt.AddValue(5, node.Id);
DB.World.Execute(stmt);
}
public void DeleteNode(WaypointPath path, WaypointNode node)
{
PreparedStatement stmt = WorldDatabase.GetPreparedStatement(WorldStatements.DEL_WAYPOINT_PATH_NODE);
stmt.AddValue(0, path.Id);
stmt.AddValue(1, node.Id);
DB.World.Execute(stmt);
stmt = WorldDatabase.GetPreparedStatement(WorldStatements.UPD_WAYPOINT_PATH_NODE);
stmt.AddValue(0, path.Id);
stmt.AddValue(1, node.Id);
DB.World.Execute(stmt);
}
void DeleteNode(uint pathId, uint nodeId)
{
WaypointPath path = GetPath(pathId);
if (path == null)
return;
WaypointNode node = GetNode(path, nodeId);
if (node == null)
return;
DeleteNode(path, node);
}
public WaypointPath GetPath(uint pathId)
{
return _pathStorage.LookupByKey(pathId);
}
public WaypointNode GetNode(WaypointPath path, uint nodeId)
{
return path.Nodes.FirstOrDefault(node => node.Id == nodeId); ;
}
public WaypointNode GetNode(uint pathId, uint nodeId)
{
WaypointPath path = GetPath(pathId);
if (path == null)
return null;
return GetNode(path.Id, nodeId);
}
public WaypointPath GetPathByVisualGUID(ObjectGuid guid)
{
if (!_visualWaypointGUIDToNodeMap.TryGetValue(guid, out var pair))
return null;
return pair.Item1;
}
public WaypointNode GetNodeByVisualGUID(ObjectGuid guid)
{
if (!_visualWaypointGUIDToNodeMap.TryGetValue(guid, out var pair))
return null;
return pair.Item2;
}
public ObjectGuid GetVisualGUIDByNode(uint pathId, uint nodeId)
{
if (!_nodeToVisualWaypointGUIDsMap.TryGetValue((pathId, nodeId), out var guid))
return ObjectGuid.Empty;
return guid;
}
Dictionary<uint /*pathId*/, WaypointPath> _pathStorage = new();
Dictionary<(uint /*pathId*/, uint /*nodeId*/), ObjectGuid> _nodeToVisualWaypointGUIDsMap = new();
Dictionary<ObjectGuid, (WaypointPath, WaypointNode)> _visualWaypointGUIDToNodeMap = new();
}
public class WaypointNode
{
public WaypointNode() { moveType = WaypointMoveType.Run; }
public WaypointNode(uint _id, float _x, float _y, float _z, float? _orientation = null, uint _delay = 0)
public WaypointNode() { MoveType = WaypointMoveType.Run; }
public WaypointNode(uint id, float x, float y, float z, float? orientation = null, uint delay = 0)
{
id = _id;
x = _x;
y = _y;
z = _z;
orientation = _orientation;
delay = _delay;
moveType = WaypointMoveType.Walk;
Id = id;
X = x;
Y = y;
Z = z;
Orientation = orientation;
Delay = delay;
MoveType = WaypointMoveType.Walk;
}
public uint id;
public float x, y, z;
public float? orientation;
public uint delay;
public WaypointMoveType moveType;
public uint Id;
public float X;
public float Y;
public float Z;
public float? Orientation;
public uint Delay;
public WaypointMoveType MoveType;
}
public class WaypointPath
{
public WaypointPath() { }
public WaypointPath(uint _id, List<WaypointNode> _nodes)
public WaypointPath(uint id, List<WaypointNode> nodes)
{
id = _id;
nodes = _nodes;
Id = id;
Nodes = nodes;
}
public List<WaypointNode> nodes = new();
public uint id;
public List<WaypointNode> Nodes = new();
public uint Id;
public WaypointMoveType MoveType;
public WaypointPathFlags Flags = WaypointPathFlags.None;
}
public enum WaypointMoveType
{
Walk,
Run,
Land,
Takeoff,
Walk = 0,
Run = 1,
Land = 2,
Takeoff = 3,
Max
}
[Flags]
public enum WaypointPathFlags
{
None = 0x00,
FollowPathBackwardsFromEndToStart = 0x01,
}
}