fix: Adds ReadType/Write(Type) and improves type referencing (#1172)

## Changes
* Improves type hashing by introducing xxHash3 (64bit)
* Removes individual `tdb` files in favor of a single `SerializedTypes.db` file. This file is only used to identify a type that is being deserialized, which doesn't exist.
* Adds duplicate type alias detection
* Adds `AssemblyHandler.FindTypeByHash`

View changed files whitespaces: https://github.com/modernuo/ModernUO/pull/1172/files?diff=split&w=1

## SerializedTypes.db
The serialized types file is used to get back the original name of a type in case it no longer exists in code. This can easily be necessary if a class is renamed in code and no `TypeAlias` is provided.

### Format
byte[4] - version
byte[4] - count
--array--
byte[8] - xxHash
byte[1] - flag, 0 - null, 1 - not null
byte[n] - Full class name in UTF8

### Example
<img width="472" alt="SerializedTypes_Example" src="https://user-images.githubusercontent.com/3953314/195255429-31d24293-6bd1-419e-811b-07874dd0f78d.png">

## Benchmarks
Serialized 500 Type fields. The 8192bytes comes from the _ConcurrentQueue_ that would later be used for SerializedTypes.
Note that the queue is never cleared, so it's size grew considerably.
```cs
|               Method |     Mean |    Error |   StdDev | Allocated |
|--------------------- |---------:|---------:|---------:|----------:|
|      BenchmarkXXHash | 18.44 us | 0.278 us | 0.260 us |    8192 B |
| BenchmarkTypeStrings | 25.09 us | 0.292 us | 0.259 us |         - |
```

TODO:
* Add support in the Serialization Generator for `ReadType()` and `Write(Type)`
* Remove `SetTypeRef` from Serialization Generator
This commit is contained in:
Kamron Batman 2022-10-11 22:17:22 -07:00 • committed by GitHub
parent f268d5d4e2
commit e1e30998ba
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
28 changed files with 616 additions and 291 deletions

View file

@ -38,12 +38,12 @@ public enum WorldState
public static class World
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(World));
private static ILogger logger = LogFactory.GetLogger(typeof(World));
private static readonly ManualResetEvent m_DiskWriteHandle = new(true);
private static readonly Dictionary<Serial, IEntity> _pendingAdd = new();
private static readonly Dictionary<Serial, IEntity> _pendingDelete = new();
private static readonly ConcurrentQueue<Item> _decayQueue = new();
private static ManualResetEvent m_DiskWriteHandle = new(true);
private static Dictionary<Serial, IEntity> _pendingAdd = new();
private static Dictionary<Serial, IEntity> _pendingDelete = new();
private static ConcurrentQueue<Item> _decayQueue = new();
private static string _tempSavePath; // Path to the temporary folder for the save
private static bool _enableSaveStats;
@ -125,10 +125,6 @@ public static class World
private static void OutOfMemory(string message) => throw new OutOfMemoryException(message);
internal static List<Type> ItemTypes { get; } = new();
internal static List<Type> MobileTypes { get; } = new();
internal static List<Type> GuildTypes { get; } = new();
public static string SavePath { get; private set; }
public static WorldState WorldState { get; private set; }
@ -232,15 +228,15 @@ public static class World
public static void Broadcast(int hue, bool ascii, string format, params object[] args) =>
Broadcast(hue, ascii, string.Format(format, args));
internal static void LoadEntities(string basePath)
internal static void LoadEntities(string basePath, Dictionary<ulong, string> typesDb)
{
IIndexInfo<Serial> itemIndexInfo = new EntityTypeIndex("Items");
IIndexInfo<Serial> mobileIndexInfo = new EntityTypeIndex("Mobiles");
IIndexInfo<Serial> guildIndexInfo = new EntityTypeIndex("Guilds");
Mobiles = EntityPersistence.LoadIndex(basePath, mobileIndexInfo, out List<EntitySpan<Mobile>> mobiles);
Items = EntityPersistence.LoadIndex(basePath, itemIndexInfo, out List<EntitySpan<Item>> items);
Guilds = EntityPersistence.LoadIndex(basePath, guildIndexInfo, out List<EntitySpan<BaseGuild>> guilds);
Mobiles = EntityPersistence.LoadIndex(basePath, mobileIndexInfo, typesDb, out List<EntitySpan<Mobile>> mobiles);
Items = EntityPersistence.LoadIndex(basePath, itemIndexInfo, typesDb, out List<EntitySpan<Item>> items);
Guilds = EntityPersistence.LoadIndex(basePath, guildIndexInfo, typesDb, out List<EntitySpan<BaseGuild>> guilds);
if (Mobiles.Count > 0)
{
@ -257,9 +253,9 @@ public static class World
_lastGuild = Guilds.Keys.Max();
}
EntityPersistence.LoadData(basePath, mobileIndexInfo, mobiles);
EntityPersistence.LoadData(basePath, itemIndexInfo, items);
EntityPersistence.LoadData(basePath, guildIndexInfo, guilds);
EntityPersistence.LoadData(basePath, mobileIndexInfo, typesDb, mobiles);
EntityPersistence.LoadData(basePath, itemIndexInfo, typesDb, items);
EntityPersistence.LoadData(basePath, guildIndexInfo, typesDb, guilds);
}
public static void Load()
@ -392,9 +388,9 @@ public static class World
IIndexInfo<Serial> mobileIndexInfo = new EntityTypeIndex("Mobiles");
IIndexInfo<Serial> guildIndexInfo = new EntityTypeIndex("Guilds");
EntityPersistence.WriteEntities(mobileIndexInfo, Mobiles, MobileTypes, basePath, out var mobileCounts);
EntityPersistence.WriteEntities(itemIndexInfo, Items, ItemTypes, basePath, out var itemCounts);
EntityPersistence.WriteEntities(guildIndexInfo, Guilds, GuildTypes, basePath, out var guildCounts);
EntityPersistence.WriteEntities(mobileIndexInfo, Mobiles, basePath, SerializedTypes, out var mobileCounts);
EntityPersistence.WriteEntities(itemIndexInfo, Items, basePath, SerializedTypes, out var itemCounts);
EntityPersistence.WriteEntities(guildIndexInfo, Guilds, basePath, SerializedTypes, out var guildCounts);
if (_enableSaveStats)
{
@ -413,7 +409,7 @@ public static class World
var watch = Stopwatch.StartNew();
logger.Information("Writing world save snapshot");
Persistence.WriteSnapshot(tempPath);
Persistence.WriteSnapshot(tempPath, SerializedTypes);
watch.Stop();
@ -444,6 +440,9 @@ public static class World
}
}
// Clear types
SerializedTypes.Clear();
m_DiskWriteHandle.Set();
Core.LoopContext.Post(FinishWorldSave);
@ -463,6 +462,39 @@ public static class World
private static DateTime _serializationStart;
/**
* Duplicates can be weeded out asynchronously while flushing
* If performance becomes a problem, we need to build a dual mode concurrent array.
*
****************************************************** Proposal ******************************************************
* The structure is initialized with a large capacity to avoid unnecessary resizing.
* Write Mode:
* - Multiple threads can add a single, or a range of elements concurrently.
* - Elements can be Peeked, but there are no guarantees.
* - To resize the internal array, replaced it with the next size up from an array pool.
* - The structure cannot be cleared in this mode.
*
* Read Mode:
* - The array can be read from multiple threads using a ref struct enumerator.
* - Elements cannot be added or reassigned.
* - Cleared by replacing the internal array with another one from the pool.
* - Note: Upon clearing, the existing array is not sent back to the pool until there are zero enumerators.
*
* Enumeration:
* - Multiple threads can enumerate while in read mode. The enumerator will Interlocked.Increment a read counter.
* - Upon dispose of the enumerator, the read counter will be lowered with an Interlocked.Decrement
* - When the read counter reaches 0, if there is a cleared array, the array is sent back to the pool zeroed.
*
* Notes:
* - Elements can never be removed.
*
* How is this different from ConcurrentQueue?
* The functionality is very similar, except the constraints allow the implementation to be done without locks.
* Since this implementation uses pooled arrays, allocations will approach zero over time.
**********************************************************************************************************************
*/
public static ConcurrentQueue<Type> SerializedTypes { get; } = new();
internal static void SaveEntities()
{
_serializationStart = DateTime.UtcNow;
@ -479,7 +511,7 @@ public static class World
EnqueueForDecay(item);
}
entity.Serialize();
entity.Serialize(SerializedTypes);
}
public static void Save()
@ -632,7 +664,10 @@ public static class World
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void AddGuild(BaseGuild guild) => Guilds[guild.Serial] = guild;
public static void AddGuild(BaseGuild guild)
{
Guilds[guild.Serial] = guild;
}
public static void RemoveEntity<T>(T entity) where T : class, IEntity
{