perf(saves): chunked worker handoff, LPT blob scheduling, heap pre-sizing
Replaces the per-entity round-robin ConcurrentQueue handoff between the game loop and the serialization workers with pooled 4096-entity chunks published to a single shared queue. The producer's per-entity cost drops from a synchronized enqueue to a plain array store, and workers pulling whole chunks load-balance dynamically: a worker busy with a thick entity simply takes fewer chunks. Scheduling changes so indivisible multi-megabyte payloads no longer extend the freeze tail: - Persistence.SerializeAll pushes systems largest-first (LPT), using the previous save's SerializedLength (or the loaded file size on first save). - Persistence self-payloads and entities whose previous size exceeds 1MB are published as dedicated single-entity chunks so they spread across workers instead of riding inside one shared chunk. - Entity SerializedLength is stamped from the index at load so estimates exist on the first save after boot. Worker heaps are pre-sized from the loaded save's .bin sizes (25% headroom) so the first save doesn't pay copy-on-grow inside the freeze, and the drain loop uses SpinWait backoff (never Sleep(1)) instead of hammering the queue head while the producer works. Snapshot writing uses a 1MB FileStream buffer, and per-worker entity/byte counts are logged at Debug for balance diagnostics. Measured on a 24-core machine with a synthetic 10M-entity, 1.7GB world (64/64/32MB system payloads, 24x 2MB thick entities) through the real pipeline classes: freeze window 740ms -> 122-160ms steady state (~5-6x), first save 490ms -> 330ms, steady-state allocations converge to zero, and worker byte loads converge (previous max/min spread ~2x -> ~1.15x for the small-entity stream). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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7 changed files with 503 additions and 36 deletions
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@ -29,6 +29,11 @@ public abstract class GenericPersistence : Persistence, IGenericSerializable
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public int SerializedPosition { get; set; }
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public int SerializedLength { get; set; }
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private long _loadedFileLength;
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// Scheduling estimate only: previous save's payload size, or the loaded file size before the first save.
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internal long EstimatedSize => SerializedLength > 0 ? SerializedLength : _loadedFileLength;
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public GenericPersistence(string name, int priority) : base(priority)
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{
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Name = name;
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@ -37,7 +42,9 @@ public abstract class GenericPersistence : Persistence, IGenericSerializable
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public override void Serialize()
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{
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World.PushToCache(this);
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// Always a dedicated chunk: self-payloads can be arbitrarily large and must not
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// ride inside a shared chunk where one worker would serialize them plus the chunk.
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World.PushSingleToCache(this);
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}
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public override void WriteSnapshot(string savePath, HashSet<Type> typeSet)
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@ -74,6 +81,7 @@ public abstract class GenericPersistence : Persistence, IGenericSerializable
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}
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var fileLength = file.Length;
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_loadedFileLength = fileLength;
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string error;
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