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>
This commit is contained in:
parent
3cb077a79e
commit
230c39851f
7 changed files with 503 additions and 36 deletions
124
Projects/Server/Serialization/SerializationChunkSource.cs
Normal file
124
Projects/Server/Serialization/SerializationChunkSource.cs
Normal file
|
|
@ -0,0 +1,124 @@
|
|||
/*************************************************************************
|
||||
* ModernUO *
|
||||
* Copyright 2019-2026 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: SerializationChunkSource.cs *
|
||||
* *
|
||||
* This program is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU General Public License as published by *
|
||||
* the Free Software Foundation, either version 3 of the License, or *
|
||||
* (at your option) any later version. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
||||
*************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Server;
|
||||
|
||||
/// <summary>
|
||||
/// Single-producer/multi-consumer handoff between the game loop and the serialization
|
||||
/// thread workers during a world save. The producer batches entities into pooled chunks
|
||||
/// so the per-entity cost is a plain array store instead of a synchronized enqueue, and
|
||||
/// workers pull whole chunks so they naturally load-balance: a worker busy with a thick
|
||||
/// entity simply takes fewer chunks.
|
||||
/// Entities whose previous serialized size exceeds <see cref="HeavyEntityThreshold"/> are
|
||||
/// published as dedicated single-entity chunks so multi-megabyte payloads spread across
|
||||
/// workers instead of riding inside one chunk.
|
||||
/// </summary>
|
||||
public sealed class SerializationChunkSource
|
||||
{
|
||||
// 4096 refs (32KB per chunk) keeps producer sync cost at one enqueue per 4096 entities
|
||||
// while the drain tail stays sub-millisecond.
|
||||
private const int ChunkCapacity = 4096;
|
||||
|
||||
/// <summary>
|
||||
/// Entities whose previous <see cref="IGenericSerializable.SerializedLength"/> exceeds this
|
||||
/// should be pushed with <see cref="PushSingle"/>. Callers do the check where the entity's
|
||||
/// concrete type is known, so the size read is not an interface dispatch per entity.
|
||||
/// </summary>
|
||||
public const int HeavyEntityThreshold = 1024 * 1024; // 1MB
|
||||
|
||||
internal readonly struct Chunk
|
||||
{
|
||||
public readonly IGenericSerializable Single;
|
||||
public readonly IGenericSerializable[] Buffer;
|
||||
public readonly int Count;
|
||||
|
||||
public Chunk(IGenericSerializable single)
|
||||
{
|
||||
Single = single;
|
||||
Buffer = null;
|
||||
Count = 1;
|
||||
}
|
||||
|
||||
public Chunk(IGenericSerializable[] buffer, int count)
|
||||
{
|
||||
Single = null;
|
||||
Buffer = buffer;
|
||||
Count = count;
|
||||
}
|
||||
}
|
||||
|
||||
private readonly ConcurrentQueue<Chunk> _chunks = new();
|
||||
private readonly ConcurrentQueue<IGenericSerializable[]> _pool = new();
|
||||
|
||||
// Producer state - written only by the game loop thread.
|
||||
private IGenericSerializable[] _current;
|
||||
private int _count;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Push(IGenericSerializable entity)
|
||||
{
|
||||
var current = _current ??= Rent();
|
||||
|
||||
// Ref store skips the bounds and array-covariance checks. Safe by construction:
|
||||
// _count is producer-thread-only and always < ChunkCapacity here (reset on publish),
|
||||
// and the array's element type is exactly IGenericSerializable.
|
||||
Unsafe.Add(ref MemoryMarshal.GetArrayDataReference(current), _count) = entity;
|
||||
|
||||
if (++_count == ChunkCapacity)
|
||||
{
|
||||
_chunks.Enqueue(new Chunk(current, ChunkCapacity));
|
||||
_current = null;
|
||||
_count = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Publishes the entity as a dedicated chunk regardless of its estimated size.
|
||||
/// Used for persistence self-payloads, which can be large on the first save
|
||||
/// before a <see cref="IGenericSerializable.SerializedLength"/> estimate exists.
|
||||
/// </summary>
|
||||
public void PushSingle(IGenericSerializable entity) => _chunks.Enqueue(new Chunk(entity));
|
||||
|
||||
/// <summary>
|
||||
/// Publishes the partial chunk, if any. Must be called on the producer thread before
|
||||
/// the workers are told to finish draining, or the tail of the stream is not serialized.
|
||||
/// </summary>
|
||||
public void Flush()
|
||||
{
|
||||
if (_count > 0)
|
||||
{
|
||||
_chunks.Enqueue(new Chunk(_current, _count));
|
||||
_current = null;
|
||||
_count = 0;
|
||||
}
|
||||
}
|
||||
|
||||
internal bool TryTake(out Chunk chunk) => _chunks.TryDequeue(out chunk);
|
||||
|
||||
internal void Return(IGenericSerializable[] buffer, int count)
|
||||
{
|
||||
// Clear so pooled chunks don't keep entities reachable between saves.
|
||||
Array.Clear(buffer, 0, count);
|
||||
_pool.Enqueue(buffer);
|
||||
}
|
||||
|
||||
private IGenericSerializable[] Rent() =>
|
||||
_pool.TryDequeue(out var buffer) ? buffer : new IGenericSerializable[ChunkCapacity];
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue