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
|
|
@ -14,7 +14,6 @@
|
|||
*************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Threading;
|
||||
|
||||
|
|
@ -27,23 +26,30 @@ public class SerializationThreadWorker
|
|||
private readonly Thread _thread;
|
||||
private readonly AutoResetEvent _startEvent; // Main thread tells the thread to start working
|
||||
private readonly AutoResetEvent _stopEvent; // Main thread waits for the worker finish draining
|
||||
private readonly SerializationChunkSource _chunkSource;
|
||||
private readonly int _heapSizeHint;
|
||||
private bool _pause;
|
||||
private bool _exit;
|
||||
private bool _exited;
|
||||
private byte[] _heap;
|
||||
private long _entitiesSerialized;
|
||||
private long _bytesSerialized;
|
||||
|
||||
private readonly ConcurrentQueue<IGenericSerializable> _entities;
|
||||
|
||||
public SerializationThreadWorker(int index)
|
||||
public SerializationThreadWorker(int index, SerializationChunkSource chunkSource, int heapSizeHint = 0)
|
||||
{
|
||||
_index = index;
|
||||
_chunkSource = chunkSource;
|
||||
_heapSizeHint = heapSizeHint;
|
||||
_startEvent = new AutoResetEvent(false);
|
||||
_stopEvent = new AutoResetEvent(false);
|
||||
_entities = new ConcurrentQueue<IGenericSerializable>();
|
||||
_thread = new Thread(Execute);
|
||||
_thread.Start(this);
|
||||
}
|
||||
|
||||
// Stats from the most recent save, for diagnosing load balance.
|
||||
public long EntitiesSerialized => _entitiesSerialized;
|
||||
public long BytesSerialized => _bytesSerialized;
|
||||
|
||||
public void Wake()
|
||||
{
|
||||
_startEvent.Set();
|
||||
|
|
@ -68,43 +74,77 @@ public class SerializationThreadWorker
|
|||
Sleep();
|
||||
}
|
||||
|
||||
public void AllocateHeap() => _heap ??= GC.AllocateUninitializedArray<byte>(MinHeapSize); // 1MB
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Push(IGenericSerializable entity) => _entities.Enqueue(entity);
|
||||
// Sized from the previous world load so the first save doesn't pay copy-on-grow during the freeze.
|
||||
public void AllocateHeap() =>
|
||||
_heap ??= GC.AllocateUninitializedArray<byte>(Math.Max(MinHeapSize, _heapSizeHint));
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public ReadOnlySpan<byte> GetHeap(int start, int length) => _heap.AsSpan(start, length);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static void Serialize(IGenericSerializable e, BufferWriter writer, byte threadIndex)
|
||||
{
|
||||
e.SerializedThread = threadIndex;
|
||||
var start = e.SerializedPosition = (int)writer.Position;
|
||||
e.Serialize(writer);
|
||||
e.SerializedLength = (int)(writer.Position - start);
|
||||
}
|
||||
|
||||
private static void Execute(object obj)
|
||||
{
|
||||
var worker = (SerializationThreadWorker)obj;
|
||||
var threadIndex = (byte)worker._index;
|
||||
|
||||
var queue = worker._entities;
|
||||
var chunkSource = worker._chunkSource;
|
||||
var serializedTypes = World.SerializedTypes;
|
||||
|
||||
while (worker._startEvent.WaitOne())
|
||||
{
|
||||
var writer = new BufferWriter(worker._heap, true, serializedTypes);
|
||||
var entities = 0L;
|
||||
var spinner = new SpinWait();
|
||||
|
||||
while (true)
|
||||
{
|
||||
var pauseRequested = Volatile.Read(ref worker._pause);
|
||||
if (queue.TryDequeue(out var e))
|
||||
if (chunkSource.TryTake(out var chunk))
|
||||
{
|
||||
e.SerializedThread = threadIndex;
|
||||
var start = e.SerializedPosition = (int)writer.Position;
|
||||
e.Serialize(writer);
|
||||
e.SerializedLength = (int)(writer.Position - start);
|
||||
spinner.Reset();
|
||||
|
||||
if (chunk.Single != null)
|
||||
{
|
||||
Serialize(chunk.Single, writer, threadIndex);
|
||||
entities++;
|
||||
}
|
||||
else
|
||||
{
|
||||
var buffer = chunk.Buffer;
|
||||
var count = chunk.Count;
|
||||
for (var i = 0; i < count; i++)
|
||||
{
|
||||
Serialize(buffer[i], writer, threadIndex);
|
||||
}
|
||||
|
||||
entities += count;
|
||||
chunkSource.Return(buffer, count);
|
||||
}
|
||||
}
|
||||
else if (pauseRequested) // Break when finished
|
||||
{
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Idle backoff instead of hammering the queue head while the producer works.
|
||||
// sleep1Threshold: -1 keeps escalation at Yield/Sleep(0) and never Sleep(1),
|
||||
// avoiding timer-resolution stalls at the end of the drain.
|
||||
spinner.SpinOnce(-1);
|
||||
}
|
||||
}
|
||||
|
||||
worker._heap = writer.Buffer;
|
||||
worker._entitiesSerialized = entities;
|
||||
worker._bytesSerialized = writer.Position;
|
||||
|
||||
writer.Close();
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue