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
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27 changed files with 426 additions and 173 deletions
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@ -901,6 +901,8 @@ public partial class TreasureChestDirt : Item
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Timer.StartTimer(TimeSpan.FromMinutes(2.0), Delete);
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}
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public override bool SkipSerialization => true;
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public void Turn1()
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{
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ItemID = 0x913;
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@ -910,10 +912,4 @@ public partial class TreasureChestDirt : Item
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{
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ItemID = 0x914;
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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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@ -39,6 +39,8 @@ public partial class Acid : Item
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public override string DefaultName => "a pool of acid";
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public override bool SkipSerialization => true;
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public override void OnDelete()
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{
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_timerToken.Cancel();
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@ -89,10 +91,4 @@ public partial class Acid : Item
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{
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m.Damage(Utility.RandomMinMax(_minDamage, _maxDamage));
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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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@ -15,6 +15,8 @@ public partial class EffectItem : Item
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public override bool Decays => true;
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public override bool SkipSerialization => true;
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public static EffectItem Create(Point3D p, Map map, TimeSpan duration)
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{
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EffectItem item = null;
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@ -46,12 +48,6 @@ public partial class EffectItem : Item
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public void BeginFree(TimeSpan duration) => new FreeTimer(this, duration).Start();
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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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private class FreeTimer : Timer
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{
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private EffectItem _item;
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@ -21,6 +21,8 @@ public partial class MoonstoneGate : Moongate
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Effects.PlaySound(loc, map, 0x20E);
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}
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public override bool SkipSerialization => true;
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public override void CheckGate(Mobile m, int range)
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{
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if (m.Kills >= 5)
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@ -53,12 +55,6 @@ public partial class MoonstoneGate : Moongate
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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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private class InternalTimer : Timer
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{
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private Item _item;
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@ -32,6 +32,8 @@ public partial class Campfire : Item
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Timer.StartTimer(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0), OnTick, out _timerToken);
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}
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public override bool SkipSerialization => true;
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[CommandProperty(AccessLevel.GameMaster)]
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public CampfireStatus Status
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{
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@ -159,12 +161,6 @@ public partial class Campfire : Item
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_timerToken.Cancel();
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ClearEntries();
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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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public class CampfireEntry
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@ -14,6 +14,8 @@ namespace Server.Items
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Quality = WeaponQuality.Regular;
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}
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public override bool SkipSerialization => true;
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public override WeaponAbility PrimaryAbility => WeaponAbility.Disarm;
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public override WeaponAbility SecondaryAbility => WeaponAbility.ParalyzingBlow;
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@ -169,12 +171,6 @@ namespace Server.Items
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base.PlaySwingAnimation( attacker );
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}*/
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[AfterDeserialization(false)]
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private void OnAfterDeserialization()
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{
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Delete();
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}
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/* Wrestling moves */
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private static bool CheckMove(Mobile m, SkillName other)
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