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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@ -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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