feat: Adds new decay system and SkipSerialization (#2311)
## Summary - Replaces scan-based decay checking during world saves with an event-driven timer wheel scheduler - Removes virtual property checks from serialization hot path, achieving 6-8x faster world saves ## Changes ### DecayScheduler (new): - Timer wheel with 12 HashSet buckets (5-min intervals) + PriorityQueue for active processing - O(1) register/unregister vs O(n) scan of all items - Auto start/stop when items exist/empty - Configurable tick interval with jitter to prevent system synchronization ### Item.cs: - Added ScheduledDecayTime computed property - Added UpdateDecayRegistration() called from SetLastMoved(), property setters, AddItem()/RemoveItem() - Hooks in Visible, Movable, Spawner setters and Delete() ### World.cs: - Removed _decayQueue, EnqueueForDecay(), ProcessDecay() - ItemPersistence.Serialize() now tight loop without virtual calls ## Performance | Metric | Before | After | Improvement | |---------------|------------|-----------|-------------| | Items (230K) | 245K ticks | 34K ticks | 8x faster | | Mobiles (43K) | 56K ticks | 6K ticks | 9x faster | | Total | 302K ticks | 40K ticks | 7.5x faster | ## Configuration decay.maxItemsPerTick = 250 # Items processed per tick decay.tickInterval = 256ms # Base processing interval decay.bucketInterval = 5min # Timer wheel bucket size decay.jitterMaxMs = 25 # ±25ms tick jitter
This commit is contained in:
parent
c14f361de1
commit
ee2cd1d18d
27 changed files with 426 additions and 173 deletions
338
Projects/Server/Items/DecayScheduler.cs
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338
Projects/Server/Items/DecayScheduler.cs
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/*************************************************************************
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* ModernUO *
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* Copyright 2019-2025 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: DecayScheduler.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace Server.Items;
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/// <summary>
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/// Timer wheel-based decay scheduler with O(1) registration/unregistration.
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/// Uses coarse-grained HashSet buckets for time intervals, with a PriorityQueue
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/// for fine-grained processing of items due within the current window.
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/// </summary>
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public class DecayScheduler : Timer
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{
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private const int BucketCount = 12;
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private static int _maxItemsPerTick;
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private static TimeSpan _tickInterval;
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private static TimeSpan _bucketInterval;
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private static int _jitterMaxMilliseconds;
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// Timer wheel buckets (HashSets for O(1) add/remove)
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private static HashSet<Item>[] _buckets;
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private static int _currentBucketIndex;
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private static DateTime _nextBucketRotation;
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// Overflow bucket (separate from regular rotation, for items with decay > total bucket span)
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private static HashSet<Item> _overflowBucket;
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private static TimeSpan _totalBucketSpan;
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private static DateTime _nextOverflowCheck;
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// Active processing queue for items due within current bucket window
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private static readonly PriorityQueue<Item, DateTime> _activeQueue = new();
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public static DecayScheduler Shared { get; private set; }
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public static void Configure()
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{
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_maxItemsPerTick = ServerConfiguration.GetSetting("decay.maxItemsPerTick", 250);
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_tickInterval = ServerConfiguration.GetSetting("decay.tickInterval", TimeSpan.FromMilliseconds(256));
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_bucketInterval = ServerConfiguration.GetSetting("decay.bucketInterval", TimeSpan.FromMinutes(5));
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_jitterMaxMilliseconds = ServerConfiguration.GetSetting("decay.jitterMaxMs", 25); // ±25ms jitter
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_buckets = new HashSet<Item>[BucketCount];
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for (var i = 0; i < BucketCount; i++)
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{
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_buckets[i] = [];
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}
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// Overflow bucket is separate from the timer wheel
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_overflowBucket = [];
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_totalBucketSpan = TimeSpan.FromTicks(_bucketInterval.Ticks * BucketCount);
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var now = Core.Now;
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_nextBucketRotation = now + _bucketInterval;
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_nextOverflowCheck = now + _totalBucketSpan;
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Shared = new DecayScheduler();
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}
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private DecayScheduler() : base(_tickInterval, _tickInterval)
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{
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}
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/// <summary>
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/// Checks if all decay tracking structures are empty.
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/// </summary>
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private static bool IsEmpty()
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{
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if (_activeQueue.Count > 0 || _overflowBucket.Count > 0)
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{
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return false;
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}
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for (var i = 0; i < BucketCount; i++)
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{
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if (_buckets[i].Count > 0)
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Registers an item for decay tracking. Call after item becomes decay-eligible.
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/// </summary>
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public static void Register(Item item)
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{
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if (item?.Deleted != false || !item.CanDecay())
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{
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return;
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}
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// Start timer if not running
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Shared.Start();
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var decayTime = item.ScheduledDecayTime;
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var timeUntilDecay = decayTime - Core.Now;
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// If already due or due very soon, add directly to active queue
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if (timeUntilDecay <= _bucketInterval)
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{
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_activeQueue.Enqueue(item, decayTime);
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}
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// If beyond the total bucket span, add to overflow bucket
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else if (timeUntilDecay > _totalBucketSpan)
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{
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_overflowBucket.Add(item);
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}
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else
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{
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// Calculate bucket index relative to current position
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var bucketOffset = GetBucketOffset(timeUntilDecay);
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var absoluteIndex = (_currentBucketIndex + bucketOffset) % BucketCount;
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_buckets[absoluteIndex].Add(item);
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}
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}
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/// <summary>
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/// Unregisters an item from decay tracking. Call when item is picked up, deleted, or otherwise ineligible.
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/// </summary>
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public static void Unregister(Item item)
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{
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if (item?.Deleted != false)
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{
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return;
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}
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// Check overflow bucket first
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if (_overflowBucket.Remove(item))
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{
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return;
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}
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// Check regular buckets
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for (var i = 0; i < BucketCount; i++)
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{
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if (_buckets[i].Remove(item))
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{
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return;
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}
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}
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_activeQueue.Remove(item, out _, out _);
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}
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/// <summary>
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/// Gets the bucket offset for an item based on time until decay.
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/// Returns a value from 0 to BucketCount - 1, representing how many buckets ahead of current.
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/// </summary>
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private static int GetBucketOffset(TimeSpan timeUntilDecay)
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{
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// Items due within _bucketInterval go to active queue, so offset 0 means _bucketInterval to 2*_bucketInterval
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var bucketOffset = (int)(timeUntilDecay.Ticks / _bucketInterval.Ticks) - 1;
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// Clamp to valid range within regular buckets
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return Math.Clamp(bucketOffset, 0, BucketCount - 1);
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}
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protected override void OnTick()
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{
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var now = Core.Now;
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// Process items from active queue first (smaller queue = faster log(n) operations)
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ProcessActiveQueue(now);
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// Then check if it's time to rotate buckets (adds items for next tick)
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if (now >= _nextBucketRotation)
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{
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RotateBuckets(now);
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}
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// Check overflow bucket on its own schedule (when items might enter the regular window)
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if (now >= _nextOverflowCheck)
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{
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ProcessOverflow(now);
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}
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// Stop timer if nothing left to track
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if (IsEmpty())
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{
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Stop();
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return;
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}
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// Apply jitter for next tick to prevent synchronization with other systems
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if (_jitterMaxMilliseconds > 0)
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{
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var jitter = Utility.Random(-_jitterMaxMilliseconds, _jitterMaxMilliseconds * 2 + 1);
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Interval = _tickInterval + TimeSpan.FromMilliseconds(jitter);
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}
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}
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/// <summary>
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/// Rotates the timer wheel, moving the next bucket's contents into the active queue.
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/// </summary>
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private static void RotateBuckets(DateTime now)
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{
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_nextBucketRotation = now + _bucketInterval;
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// Get the next bucket to process
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var bucket = _buckets[_currentBucketIndex];
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// Move all items from this bucket into the active queue (with validation)
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foreach (var item in bucket)
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{
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if (item.Deleted || !item.CanDecay())
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{
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continue; // Lazy cleanup - item was picked up or deleted
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}
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var decayTime = item.ScheduledDecayTime;
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var timeUntilDecay = decayTime - now;
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if (timeUntilDecay > _bucketInterval)
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{
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// Item was moved (SetLastMoved called) - re-bucket or move to overflow
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if (timeUntilDecay > _totalBucketSpan)
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{
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// Extended beyond total span - move to overflow
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_overflowBucket.Add(item);
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}
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else
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{
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// Re-bucket within regular buckets
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var bucketOffset = GetBucketOffset(timeUntilDecay);
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var actualIndex = (_currentBucketIndex + bucketOffset) % BucketCount;
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if (actualIndex != _currentBucketIndex)
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{
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_buckets[actualIndex].Add(item);
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}
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else
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{
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// Still maps to current bucket - add to active queue
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_activeQueue.Enqueue(item, decayTime);
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}
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}
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continue;
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}
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// Due within next window - add to active queue
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_activeQueue.Enqueue(item, decayTime);
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}
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// Clear the processed bucket
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bucket.Clear();
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// Advance to next bucket
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_currentBucketIndex = (_currentBucketIndex + 1) % BucketCount;
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}
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/// <summary>
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/// Processes the overflow bucket, moving items that are now within the regular bucket window.
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/// </summary>
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private static void ProcessOverflow(DateTime now)
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{
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_nextOverflowCheck = now + _totalBucketSpan;
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// Move items that are now within the regular bucket span
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_overflowBucket.RemoveWhere(item =>
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{
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if (item.Deleted || !item.CanDecay())
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{
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return true; // Remove invalid items
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}
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var timeUntilDecay = item.ScheduledDecayTime - now;
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if (timeUntilDecay > _totalBucketSpan)
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{
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return false; // Keep in overflow
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}
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// Now within regular bucket range - move to appropriate bucket
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if (timeUntilDecay <= _bucketInterval)
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{
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_activeQueue.Enqueue(item, item.ScheduledDecayTime);
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}
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else
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{
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var bucketOffset = GetBucketOffset(timeUntilDecay);
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var actualIndex = (_currentBucketIndex + bucketOffset) % BucketCount;
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_buckets[actualIndex].Add(item);
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}
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return true; // Remove from overflow
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});
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}
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/// <summary>
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/// Processes items from the active queue that are due for decay.
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/// </summary>
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private static void ProcessActiveQueue(DateTime now)
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{
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var processed = 0;
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while (_activeQueue.TryPeek(out var item, out var scheduledTime) && processed < _maxItemsPerTick)
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{
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// Not yet due - stop processing
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if (scheduledTime > now)
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{
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break;
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}
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processed++;
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_activeQueue.Dequeue();
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if (item.Deleted || !item.CanDecay())
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{
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continue;
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}
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if (item.ScheduledDecayTime > now)
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{
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Register(item);
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}
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else if (item.OnDecay())
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{
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item.Delete();
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}
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}
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}
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}
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@ -368,6 +368,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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}
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Delta(ItemDelta.Update);
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UpdateDecayRegistration();
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}
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}
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}
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@ -383,6 +384,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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SetFlag(ImplFlag.Movable, value);
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Delta(ItemDelta.Update);
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UpdateDecayRegistration();
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}
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}
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}
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@ -1436,6 +1438,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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}
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OnDelete();
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DecayScheduler.Unregister(this);
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var items = LookupItems();
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@ -1478,6 +1481,8 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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ClearProperties();
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}
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public virtual bool SkipSerialization => false;
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[IgnoreDupe]
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public ISpawner Spawner
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{
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@ -1485,6 +1490,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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set
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{
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var info = AcquireCompactInfo();
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var oldValue = info.m_Spawner;
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info.m_Spawner = value;
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@ -1492,6 +1498,11 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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{
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VerifyCompactInfo();
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}
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if (oldValue != value)
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{
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UpdateDecayRegistration();
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}
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}
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}
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@ -2268,9 +2279,22 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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public virtual bool OnDecay() =>
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CanDecay() && Region.Find(Location, Map).OnDecay(this);
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public DateTime ScheduledDecayTime => LastMoved + DecayTime;
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public void UpdateDecayRegistration()
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{
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DecayScheduler.Unregister(this);
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if (CanDecay())
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{
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DecayScheduler.Register(this);
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}
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}
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public void SetLastMoved()
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{
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LastMoved = Core.Now;
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UpdateDecayRegistration();
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}
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public virtual bool CanStackWith(Item dropped) =>
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@ -3205,6 +3229,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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}
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item.Delta(ItemDelta.Update);
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item.UpdateDecayRegistration();
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item.OnAdded(this);
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OnItemAdded(item);
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@ -3374,6 +3399,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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}
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item.Parent = null;
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item.UpdateDecayRegistration();
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item.OnRemoved(this);
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OnItemRemoved(item);
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@ -47,6 +47,7 @@ public sealed partial class VirtualCheck : Item
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Movable = false;
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}
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public override bool SkipSerialization => true;
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public override bool IsVirtualItem => true;
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public override bool DisplayWeight => false;
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public override bool DisplayLootType => false;
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@ -158,10 +159,4 @@ public sealed partial class VirtualCheck : Item
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Editor = null;
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}
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}
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[AfterDeserialization(false)]
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private void AfterDeserialization()
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{
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Delete();
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}
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}
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@ -2458,6 +2458,8 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
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m_PropertyList = null;
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}
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public virtual bool SkipSerialization => false;
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public Map Map
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{
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@ -98,10 +98,19 @@ public class GenericEntityPersistence<T> : GenericPersistence, IGenericEntityPer
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}
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idx.Write(3); // Version
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idx.Write(EntitiesBySerial.Values.Count);
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var countPosition = idx.Position;
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idx.Write(0);
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var entityCount = EntitiesBySerial.Count;
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foreach (var e in EntitiesBySerial.Values)
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{
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if (e is Item { SkipSerialization: true } or Mobile { SkipSerialization: true })
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{
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entityCount--;
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continue;
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}
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var thread = e.SerializedThread;
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var heapStart = e.SerializedPosition;
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var heapLength = e.SerializedLength;
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@ -130,6 +139,11 @@ public class GenericEntityPersistence<T> : GenericPersistence, IGenericEntityPer
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binPosition += heapLength;
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}
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var currentPosition = idx.Position;
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idx.Seek(countPosition, SeekOrigin.Begin);
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idx.Write(entityCount);
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idx.Seek(currentPosition, SeekOrigin.Begin);
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}
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public override void Serialize()
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@ -47,7 +47,6 @@ public static class World
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private static int _threadId;
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internal static SerializationThreadWorker[] _threadWorkers;
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private static readonly ManualResetEvent _diskWriteHandle = new(true);
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private static readonly ConcurrentQueue<Item> _decayQueue = new();
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private static string _tempSavePath; // Path to the temporary folder for the save
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|
|
@ -109,18 +108,6 @@ public static class World
|
|||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static void WaitForWriteCompletion() => _diskWriteHandle.WaitOne();
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static void EnqueueForDecay(Item item)
|
||||
{
|
||||
if (WorldState != WorldState.Saving)
|
||||
{
|
||||
logger.Warning("Attempting to queue {Item} for decay but the world is not saving", item);
|
||||
return;
|
||||
}
|
||||
|
||||
_decayQueue.Enqueue(item);
|
||||
}
|
||||
|
||||
public static void Broadcast(int hue, bool ascii, string text)
|
||||
{
|
||||
var length = OutgoingMessagePackets.GetMaxMessageLength(text);
|
||||
|
|
@ -216,20 +203,6 @@ public static class World
|
|||
}
|
||||
}
|
||||
|
||||
private static void ProcessDecay()
|
||||
{
|
||||
while (_decayQueue.TryDequeue(out var item))
|
||||
{
|
||||
if (item.OnDecay())
|
||||
{
|
||||
// TODO: Add Logging
|
||||
item.Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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.
|
||||
|
|
@ -322,8 +295,6 @@ public static class World
|
|||
|
||||
try
|
||||
{
|
||||
_serializationStart = Core.Now;
|
||||
|
||||
if (string.IsNullOrEmpty(snapshotPath))
|
||||
{
|
||||
throw new ArgumentException("Snapshot path cannot be null or empty", nameof(snapshotPath));
|
||||
|
|
@ -543,28 +514,9 @@ public static class World
|
|||
}
|
||||
|
||||
item.ClearProperties();
|
||||
item.UpdateDecayRegistration();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Serialize()
|
||||
{
|
||||
foreach (var item in EntitiesBySerial.Values)
|
||||
{
|
||||
if (item.CanDecay() && item.LastMoved + item.DecayTime <= _serializationStart)
|
||||
{
|
||||
EnqueueForDecay(item);
|
||||
}
|
||||
|
||||
PushToCache(item);
|
||||
}
|
||||
}
|
||||
|
||||
public override void PostWorldSave()
|
||||
{
|
||||
ProcessDecay(); // Run this before the safety queue
|
||||
|
||||
base.PostWorldSave();
|
||||
}
|
||||
}
|
||||
|
||||
private class MobilePersistence : GenericEntityPersistence<Mobile>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue