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
|
|
@ -170,6 +170,8 @@ public partial class GateTravelMoongate : Moongate
|
|||
Timer.StartTimer(TimeSpan.FromSeconds(Core.T2A ? 30.0 : 10.0), Delete);
|
||||
}
|
||||
|
||||
public override bool SkipSerialization => true;
|
||||
|
||||
[CommandProperty(AccessLevel.GameMaster)]
|
||||
public Moongate LinkedGate { get; set; }
|
||||
|
||||
|
|
@ -200,10 +202,4 @@ public partial class GateTravelMoongate : Moongate
|
|||
|
||||
base.UseGate(m);
|
||||
}
|
||||
|
||||
[AfterDeserialization(false)]
|
||||
private void AfterDeserialization()
|
||||
{
|
||||
Delete();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -36,6 +36,8 @@ public partial class NatureFury : BaseCreature
|
|||
ControlSlots = 1;
|
||||
}
|
||||
|
||||
public override bool SkipSerialization => true;
|
||||
|
||||
public override bool DeleteCorpseOnDeath => Core.AOS;
|
||||
public override bool IsHouseSummonable => true;
|
||||
|
||||
|
|
@ -65,10 +67,4 @@ public partial class NatureFury : BaseCreature
|
|||
Timer.StartTimer(TimeSpan.FromSeconds(7.0), DoEffects);
|
||||
}
|
||||
}
|
||||
|
||||
[AfterDeserialization(false)]
|
||||
private void AfterDeserialization()
|
||||
{
|
||||
Delete();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue