perf(saves): drop the 9-byte per-entity placement state; write snapshots from worker segment logs
Every ISerializable carried SerializedThread/SerializedPosition/SerializedLength so WriteSnapshot could gather each entity's bytes from the worker heaps in dictionary order. The idx records absolute positions, so bin order is free - the snapshot can be written in worker-heap order instead, and the join inverts: - Chunks are persistence-homogeneous: SerializeAll declares the owner at each boundary, publishing the partial chunk on change. - Workers log segments (owner, slot range, heap start) plus one length per record as they serialize. Positions are implicit because a worker's writes are contiguous; identity comes from re-walking the same snapshot slots in the same order (guaranteed stable - mutations divert to the pending queues until PostWorldSave), or from an entities log on the fallback path. - WriteSnapshot routes segments by owner, emits idx entries during the re-walk, and writes each segment's heap bytes as a single span instead of one copy per entity, which also speeds up the background write phase. - Persistence self-payloads keep placement as three private fields on the ~dozens of persistence instances; PushSingle is now typed accordingly. Net effect: 9 bytes (plus padding) of resident state removed from every item, mobile, guild, and account on every shard; three interface-property stores per entity leave the drain hot path (stamping dirtied one cache line per entity mid-freeze - the lengths log is a single sequential stream); and the vestigial loader-side length stamp is gone. The transient cost is ~4 bytes per entity in pooled per-worker logs that are released after each write. The save format is unchanged (idx v3, same loader); only the write-side mechanics moved. Adds an end-to-end round-trip test that drives real workers through the chunk source, snapshots from the segment logs, and reloads. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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9780fc6634
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19 changed files with 625 additions and 189 deletions
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@ -14,11 +14,44 @@
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*************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Threading;
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namespace Server;
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/// <summary>
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/// One contiguous run of records a worker serialized into its heap from a single chunk.
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/// Together with the worker's lengths log this replaces per-entity placement state:
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/// positions are implicit (a worker's writes are contiguous), and identity comes from
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/// re-walking the same slots for range segments, or from the entities log for buffer
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/// segments. The snapshot writer routes segments to files by <see cref="Owner"/>.
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/// </summary>
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internal readonly struct SerializedSegment
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{
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public readonly object Owner; // ISlotRangeSource for range segments, Persistence for buffer segments
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public readonly int SlotOffset; // -1 when the segment came from a buffer chunk
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public readonly int SlotCount;
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public readonly long HeapStart;
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public readonly int LengthsStart;
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public readonly int RecordCount;
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public readonly int EntitiesStart; // buffer segments only
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public SerializedSegment(
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object owner, int slotOffset, int slotCount, long heapStart, int lengthsStart, int recordCount,
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int entitiesStart
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)
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{
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Owner = owner;
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SlotOffset = slotOffset;
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SlotCount = slotCount;
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HeapStart = heapStart;
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LengthsStart = lengthsStart;
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RecordCount = recordCount;
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EntitiesStart = entitiesStart;
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}
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}
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public class SerializationThreadWorker
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{
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private const int MinHeapSize = 1024 * 1024; // 1MB
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@ -35,6 +68,28 @@ public class SerializationThreadWorker
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private long _entitiesSerialized;
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private long _bytesSerialized;
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// What this worker serialized where, logged during the drain and consumed by
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// WriteSnapshot on the background writer thread. Cleared once the snapshot is on disk.
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private readonly List<SerializedSegment> _segments = [];
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private readonly List<int> _lengths = [];
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private readonly List<IGenericSerializable> _bufferEntities = [];
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internal List<SerializedSegment> Segments => _segments;
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internal List<int> Lengths => _lengths;
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internal List<IGenericSerializable> BufferEntities => _bufferEntities;
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/// <summary>
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/// Releases the write logs after the snapshot is written so serialized entity
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/// references don't linger between saves. Capacity is retained: the logs regrow to
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/// the same size every save.
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/// </summary>
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internal void ReleaseWriteLogs()
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{
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_segments.Clear();
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_lengths.Clear();
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_bufferEntities.Clear();
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}
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public SerializationThreadWorker(int index, SerializationChunkSource chunkSource, int heapSizeHint = 0)
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: this(index, chunkSource, heapSizeHint, inline: false)
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{
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@ -98,39 +153,55 @@ public class SerializationThreadWorker
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ReadOnlySpan<byte> GetHeap(int start, int length) => _heap.AsSpan(start, length);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static void Serialize(IGenericSerializable e, BufferWriter writer, byte threadIndex)
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{
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e.SerializedThread = threadIndex;
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var start = e.SerializedPosition = (int)writer.Position;
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e.Serialize(writer);
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e.SerializedLength = (int)(writer.Position - start);
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}
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private static long ProcessChunk(
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in SerializationChunkSource.Chunk chunk, SerializationChunkSource chunkSource,
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BufferWriter writer, byte threadIndex
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)
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private long ProcessChunk(in SerializationChunkSource.Chunk chunk, BufferWriter writer)
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{
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if (chunk.Single != null)
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{
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Serialize(chunk.Single, writer, threadIndex);
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// Self-payloads are written to their own file, so they record placement on the
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// persistence itself instead of the segment logs.
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var start = writer.Position;
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chunk.Single.Serialize(writer);
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chunk.Single.SetSelfPlacement((byte)_index, (int)start, (int)(writer.Position - start));
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return 1;
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}
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if (chunk.Source != null)
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{
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return chunk.Source.SerializeRange(writer, threadIndex, chunk.Offset, chunk.Count);
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var heapStart = writer.Position;
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var lengthsStart = _lengths.Count;
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var serialized = chunk.Source.SerializeRange(writer, _lengths, chunk.Offset, chunk.Count);
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if (serialized > 0)
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{
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_segments.Add(
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new SerializedSegment(chunk.Source, chunk.Offset, chunk.Count, heapStart, lengthsStart, serialized, -1)
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);
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}
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return serialized;
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}
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var buffer = chunk.Buffer;
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var count = chunk.Count;
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var bufferHeapStart = writer.Position;
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var bufferLengthsStart = _lengths.Count;
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var entitiesStart = _bufferEntities.Count;
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for (var i = 0; i < count; i++)
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{
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Serialize(buffer[i], writer, threadIndex);
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var e = buffer[i];
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var start = writer.Position;
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e.Serialize(writer);
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_lengths.Add((int)(writer.Position - start));
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_bufferEntities.Add(e);
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}
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chunkSource.Return(buffer, count);
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_segments.Add(
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new SerializedSegment(chunk.Owner, -1, 0, bufferHeapStart, bufferLengthsStart, count, entitiesStart)
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);
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_chunkSource.Return(buffer, count);
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return count;
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}
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@ -141,13 +212,14 @@ public class SerializationThreadWorker
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/// </summary>
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public void DrainInline()
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{
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ReleaseWriteLogs();
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var writer = new BufferWriter(_heap, true, World.SerializedTypes);
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var threadIndex = (byte)_index;
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var entities = 0L;
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while (_chunkSource.TryTake(out var chunk))
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{
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entities += ProcessChunk(in chunk, _chunkSource, writer, threadIndex);
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entities += ProcessChunk(in chunk, writer);
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}
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_heap = writer.Buffer;
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@ -160,13 +232,14 @@ public class SerializationThreadWorker
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private static void Execute(object obj)
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{
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var worker = (SerializationThreadWorker)obj;
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var threadIndex = (byte)worker._index;
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var chunkSource = worker._chunkSource;
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var serializedTypes = World.SerializedTypes;
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while (worker._startEvent.WaitOne())
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{
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worker.ReleaseWriteLogs();
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var writer = new BufferWriter(worker._heap, true, serializedTypes);
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var entities = 0L;
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var spinner = new SpinWait();
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@ -177,7 +250,7 @@ public class SerializationThreadWorker
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if (chunkSource.TryTake(out var chunk))
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{
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spinner.Reset();
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entities += ProcessChunk(in chunk, chunkSource, writer, threadIndex);
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entities += worker.ProcessChunk(in chunk, writer);
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}
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else if (pauseRequested) // Break when finished
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{
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