Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -20,278 +20,270 @@
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading.Tasks;
using System.Collections.Concurrent;
using Server.Guilds;
namespace Server
{
public sealed class DynamicSaveStrategy : SaveStrategy
{
public override string Name => "Dynamic";
private SaveMetrics _metrics;
private SequentialFileWriter _itemData, _itemIndex;
private SequentialFileWriter _mobileData, _mobileIndex;
private SequentialFileWriter _guildData, _guildIndex;
private ConcurrentBag<Item> _decayBag;
private BlockingCollection<QueuedMemoryWriter> _itemThreadWriters;
private BlockingCollection<QueuedMemoryWriter> _mobileThreadWriters;
private BlockingCollection<QueuedMemoryWriter> _guildThreadWriters;
public DynamicSaveStrategy()
{
_decayBag = new ConcurrentBag<Item>();
_itemThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
_mobileThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
_guildThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
}
public override void Save(SaveMetrics metrics, bool permitBackgroundWrite)
{
_metrics = metrics;
OpenFiles();
Task[] saveTasks = new Task[3];
saveTasks[0] = SaveItems();
saveTasks[1] = SaveMobiles();
saveTasks[2] = SaveGuilds();
SaveTypeDatabases();
public sealed class DynamicSaveStrategy : SaveStrategy
{
private ConcurrentBag<Item> _decayBag;
private SequentialFileWriter _guildData, _guildIndex;
private BlockingCollection<QueuedMemoryWriter> _guildThreadWriters;
private SequentialFileWriter _itemData, _itemIndex;
private BlockingCollection<QueuedMemoryWriter> _itemThreadWriters;
private SaveMetrics _metrics;
private SequentialFileWriter _mobileData, _mobileIndex;
private BlockingCollection<QueuedMemoryWriter> _mobileThreadWriters;
public DynamicSaveStrategy()
{
_decayBag = new ConcurrentBag<Item>();
_itemThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
_mobileThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
_guildThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
}
public override string Name => "Dynamic";
public override void Save(SaveMetrics metrics, bool permitBackgroundWrite)
{
_metrics = metrics;
OpenFiles();
Task[] saveTasks = new Task[3];
saveTasks[0] = SaveItems();
saveTasks[1] = SaveMobiles();
saveTasks[2] = SaveGuilds();
if (permitBackgroundWrite)
{
//This option makes it finish the writing to disk in the background, continuing even after Save() returns.
Task.Factory.ContinueWhenAll(saveTasks, _ =>
{
CloseFiles();
SaveTypeDatabases();
World.NotifyDiskWriteComplete();
});
}
else
{
Task.WaitAll(saveTasks); //Waits for the completion of all of the tasks(committing to disk)
CloseFiles();
}
}
if (permitBackgroundWrite)
{
//This option makes it finish the writing to disk in the background, continuing even after Save() returns.
Task.Factory.ContinueWhenAll(saveTasks, _ =>
{
CloseFiles();
private Task StartCommitTask(BlockingCollection<QueuedMemoryWriter> threadWriter, SequentialFileWriter data, SequentialFileWriter index)
{
Task commitTask = Task.Factory.StartNew(() =>
{
while (!(threadWriter.IsCompleted))
{
QueuedMemoryWriter writer;
World.NotifyDiskWriteComplete();
});
}
else
{
Task.WaitAll(saveTasks); //Waits for the completion of all of the tasks(committing to disk)
CloseFiles();
}
}
try
{
writer = threadWriter.Take();
}
catch (InvalidOperationException)
{
//Per MSDN, it's fine if we're here, successful completion of adding can rarely put us into this state.
break;
}
private Task StartCommitTask(BlockingCollection<QueuedMemoryWriter> threadWriter, SequentialFileWriter data,
SequentialFileWriter index)
{
Task commitTask = Task.Factory.StartNew(() =>
{
while (!threadWriter.IsCompleted)
{
QueuedMemoryWriter writer;
writer.CommitTo(data, index);
}
});
try
{
writer = threadWriter.Take();
}
catch (InvalidOperationException)
{
//Per MSDN, it's fine if we're here, successful completion of adding can rarely put us into this state.
break;
}
return commitTask;
}
writer.CommitTo(data, index);
}
});
private Task SaveItems()
{
//Start the blocking consumer; this runs in background.
Task commitTask = StartCommitTask(_itemThreadWriters, _itemData, _itemIndex);
return commitTask;
}
IEnumerable<Item> items = World.Items.Values;
private Task SaveItems()
{
//Start the blocking consumer; this runs in background.
Task commitTask = StartCommitTask(_itemThreadWriters, _itemData, _itemIndex);
//Start the producer.
Parallel.ForEach(items, () => new QueuedMemoryWriter(),
(Item item, ParallelLoopState state, QueuedMemoryWriter writer) =>
{
long startPosition = writer.Position;
IEnumerable<Item> items = World.Items.Values;
item.Serialize(writer);
//Start the producer.
Parallel.ForEach(items, () => new QueuedMemoryWriter(),
(item, state, writer) =>
{
long startPosition = writer.Position;
int size = (int)(writer.Position - startPosition);
item.Serialize(writer);
writer.QueueForIndex(item, size);
int size = (int)(writer.Position - startPosition);
if (item.Decays && item.Parent == null && item.Map != Map.Internal && DateTime.UtcNow > (item.LastMoved + item.DecayTime))
{
_decayBag.Add(item);
}
writer.QueueForIndex(item, size);
_metrics?.OnItemSaved(size);
if (item.Decays && item.Parent == null && item.Map != Map.Internal &&
DateTime.UtcNow > item.LastMoved + item.DecayTime) _decayBag.Add(item);
return writer;
},
(writer) =>
{
writer.Flush();
_metrics?.OnItemSaved(size);
_itemThreadWriters.Add(writer);
});
return writer;
},
writer =>
{
writer.Flush();
_itemThreadWriters.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task
_itemThreadWriters.Add(writer);
});
return commitTask;
}
_itemThreadWriters.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task
private Task SaveMobiles()
{
//Start the blocking consumer; this runs in background.
Task commitTask = StartCommitTask( _mobileThreadWriters, _mobileData, _mobileIndex );
return commitTask;
}
IEnumerable<Mobile> mobiles = World.Mobiles.Values;
private Task SaveMobiles()
{
//Start the blocking consumer; this runs in background.
Task commitTask = StartCommitTask(_mobileThreadWriters, _mobileData, _mobileIndex);
//Start the producer.
Parallel.ForEach(mobiles, () => new QueuedMemoryWriter(),
(Mobile mobile, ParallelLoopState state, QueuedMemoryWriter writer) =>
{
long startPosition = writer.Position;
IEnumerable<Mobile> mobiles = World.Mobiles.Values;
mobile.Serialize(writer);
//Start the producer.
Parallel.ForEach(mobiles, () => new QueuedMemoryWriter(),
(mobile, state, writer) =>
{
long startPosition = writer.Position;
int size = (int)(writer.Position - startPosition);
mobile.Serialize(writer);
writer.QueueForIndex(mobile, size);
int size = (int)(writer.Position - startPosition);
_metrics?.OnMobileSaved(size);
writer.QueueForIndex(mobile, size);
return writer;
},
(writer) =>
{
writer.Flush();
_metrics?.OnMobileSaved(size);
_mobileThreadWriters.Add(writer);
});
return writer;
},
writer =>
{
writer.Flush();
_mobileThreadWriters.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task tell the consumer that we're done
_mobileThreadWriters.Add(writer);
});
return commitTask;
}
_mobileThreadWriters
.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task tell the consumer that we're done
private Task SaveGuilds()
{
//Start the blocking consumer; this runs in background.
Task commitTask = StartCommitTask(_guildThreadWriters, _guildData, _guildIndex);
return commitTask;
}
IEnumerable<BaseGuild> guilds = BaseGuild.List.Values;
private Task SaveGuilds()
{
//Start the blocking consumer; this runs in background.
Task commitTask = StartCommitTask(_guildThreadWriters, _guildData, _guildIndex);
//Start the producer.
Parallel.ForEach(guilds, () => new QueuedMemoryWriter(),
(BaseGuild guild, ParallelLoopState state, QueuedMemoryWriter writer) =>
{
long startPosition = writer.Position;
IEnumerable<BaseGuild> guilds = BaseGuild.List.Values;
guild.Serialize(writer);
//Start the producer.
Parallel.ForEach(guilds, () => new QueuedMemoryWriter(),
(guild, state, writer) =>
{
long startPosition = writer.Position;
int size = (int)(writer.Position - startPosition );
guild.Serialize(writer);
writer.QueueForIndex(guild, size);
int size = (int)(writer.Position - startPosition);
_metrics?.OnGuildSaved(size);
writer.QueueForIndex(guild, size);
return writer;
},
(writer) =>
{
writer.Flush();
_metrics?.OnGuildSaved(size);
_guildThreadWriters.Add(writer);
});
return writer;
},
writer =>
{
writer.Flush();
_guildThreadWriters.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task
_guildThreadWriters.Add(writer);
});
return commitTask;
}
_guildThreadWriters.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task
public override void ProcessDecay()
{
Item item;
return commitTask;
}
while( _decayBag.TryTake( out item ) )
{
if ( item.OnDecay() )
{
item.Delete();
}
}
}
public override void ProcessDecay()
{
Item item;
private void OpenFiles()
{
_itemData = new SequentialFileWriter(World.ItemDataPath, _metrics);
_itemIndex = new SequentialFileWriter(World.ItemIndexPath, _metrics);
while (_decayBag.TryTake(out item))
if (item.OnDecay())
item.Delete();
}
_mobileData = new SequentialFileWriter(World.MobileDataPath, _metrics);
_mobileIndex = new SequentialFileWriter(World.MobileIndexPath, _metrics);
private void OpenFiles()
{
_itemData = new SequentialFileWriter(World.ItemDataPath, _metrics);
_itemIndex = new SequentialFileWriter(World.ItemIndexPath, _metrics);
_guildData = new SequentialFileWriter(World.GuildDataPath, _metrics);
_guildIndex = new SequentialFileWriter(World.GuildIndexPath, _metrics);
_mobileData = new SequentialFileWriter(World.MobileDataPath, _metrics);
_mobileIndex = new SequentialFileWriter(World.MobileIndexPath, _metrics);
WriteCount(_itemIndex, World.Items.Count);
WriteCount(_mobileIndex, World.Mobiles.Count);
WriteCount(_guildIndex, BaseGuild.List.Count);
}
_guildData = new SequentialFileWriter(World.GuildDataPath, _metrics);
_guildIndex = new SequentialFileWriter(World.GuildIndexPath, _metrics);
private void CloseFiles()
{
_itemData.Close();
_itemIndex.Close();
WriteCount(_itemIndex, World.Items.Count);
WriteCount(_mobileIndex, World.Mobiles.Count);
WriteCount(_guildIndex, BaseGuild.List.Count);
}
_mobileData.Close();
_mobileIndex.Close();
private void CloseFiles()
{
_itemData.Close();
_itemIndex.Close();
_guildData.Close();
_guildIndex.Close();
}
_mobileData.Close();
_mobileIndex.Close();
private void WriteCount(SequentialFileWriter indexFile, int count)
{
//Equiv to GenericWriter.Write( (int)count );
byte[] buffer = new byte[4];
_guildData.Close();
_guildIndex.Close();
}
buffer[0] = (byte)(count);
buffer[1] = (byte)(count >> 8);
buffer[2] = (byte)(count >> 16);
buffer[3] = (byte)(count >> 24);
private void WriteCount(SequentialFileWriter indexFile, int count)
{
//Equiv to GenericWriter.Write( (int)count );
byte[] buffer = new byte[4];
indexFile.Write(buffer, 0, buffer.Length);
}
buffer[0] = (byte)count;
buffer[1] = (byte)(count >> 8);
buffer[2] = (byte)(count >> 16);
buffer[3] = (byte)(count >> 24);
private void SaveTypeDatabases()
{
SaveTypeDatabase(World.ItemTypesPath, World.m_ItemTypes);
SaveTypeDatabase(World.MobileTypesPath, World.m_MobileTypes);
}
indexFile.Write(buffer, 0, buffer.Length);
}
private void SaveTypeDatabase(string path, List<Type> types)
{
BinaryFileWriter bfw = new BinaryFileWriter(path, false);
private void SaveTypeDatabases()
{
SaveTypeDatabase(World.ItemTypesPath, World.m_ItemTypes);
SaveTypeDatabase(World.MobileTypesPath, World.m_MobileTypes);
}
bfw.Write(types.Count);
private void SaveTypeDatabase(string path, List<Type> types)
{
BinaryFileWriter bfw = new BinaryFileWriter(path, false);
foreach (Type type in types)
{
bfw.Write(type.FullName);
}
bfw.Write(types.Count);
bfw.Flush();
foreach (Type type in types) bfw.Write(type.FullName);
bfw.Close();
}
}
bfw.Flush();
}
bfw.Close();
}
}
}