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:
Kamron Batman 2026-01-08 11:43:51 -08:00 committed by GitHub
parent c14f361de1
commit ee2cd1d18d
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GPG key ID: B5690EEEBB952194
27 changed files with 426 additions and 173 deletions

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@ -47,7 +47,6 @@ public static class World
private static int _threadId;
internal static SerializationThreadWorker[] _threadWorkers;
private static readonly ManualResetEvent _diskWriteHandle = new(true);
private static readonly ConcurrentQueue<Item> _decayQueue = new();
private static string _tempSavePath; // Path to the temporary folder for the save
@ -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>