protected override async Task <Queue <TileRef> > Process()
        {
            // VERY similar to A*; main difference is with the neighbor tiles you look for jump nodes instead
            if (_startNode == null ||
                _endNode == null)
            {
                return(null);
            }

            // If we couldn't get a nearby node that's good enough
            if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs))
            {
                return(null);
            }

            var openTiles   = new PriorityQueue <ValueTuple <float, PathfindingNode> >(new PathfindingComparer());
            var gScores     = new Dictionary <PathfindingNode, float>();
            var cameFrom    = new Dictionary <PathfindingNode, PathfindingNode>();
            var closedTiles = new HashSet <PathfindingNode>();

#if DEBUG
            var jumpNodes = new HashSet <PathfindingNode>();
#endif

            PathfindingNode currentNode = null;
            openTiles.Add((0, _startNode));
            gScores[_startNode] = 0.0f;
            var routeFound = false;
            var count      = 0;

            while (openTiles.Count > 0)
            {
                count++;

                // JPS probably getting a lot fewer nodes than A* is
                if (count % 5 == 0 && count > 0)
                {
                    await SuspendIfOutOfTime();
                }

                (_, currentNode) = openTiles.Take();
                if (currentNode.Equals(_endNode))
                {
                    routeFound = true;
                    break;
                }

                foreach (var node in currentNode.GetNeighbors())
                {
                    var direction = PathfindingHelpers.RelativeDirection(node, currentNode);
                    var jumpNode  = GetJumpPoint(currentNode, direction, _endNode);

                    if (jumpNode != null && !closedTiles.Contains(jumpNode))
                    {
                        closedTiles.Add(jumpNode);
#if DEBUG
                        jumpNodes.Add(jumpNode);
#endif
                        // GetJumpPoint should already check if we can traverse to the node
                        var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, jumpNode);

                        if (tileCost == null)
                        {
                            throw new InvalidOperationException();
                        }

                        var gScore = gScores[currentNode] + tileCost.Value;

                        if (gScores.TryGetValue(jumpNode, out var nextValue) && gScore >= nextValue)
                        {
                            continue;
                        }

                        cameFrom[jumpNode] = currentNode;
                        gScores[jumpNode]  = gScore;
                        // pFactor is tie-breaker where the fscore is otherwise equal.
                        // See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties
                        // There's other ways to do it but future consideration
                        var fScore = gScores[jumpNode] + PathfindingHelpers.OctileDistance(_endNode, jumpNode) * (1.0f + 1.0f / 1000.0f);
                        openTiles.Add((fScore, jumpNode));
                    }
                }
            }

            if (!routeFound)
            {
                return(null);
            }

            var route = PathfindingHelpers.ReconstructJumpPath(cameFrom, currentNode);
            if (route.Count == 1)
            {
                return(null);
            }

#if DEBUG
            // Need to get data into an easier format to send to the relevant clients
            if (DebugRoute != null && route.Count > 0)
            {
                var debugJumpNodes = new HashSet <TileRef>(jumpNodes.Count);

                foreach (var node in jumpNodes)
                {
                    debugJumpNodes.Add(node.TileRef);
                }

                var debugRoute = new SharedAiDebug.JpsRouteDebug(
                    _pathfindingArgs.Uid,
                    route,
                    debugJumpNodes,
                    DebugTime);

                DebugRoute.Invoke(debugRoute);
            }
#endif

            return(route);
        }