## Summary
Phase 3 of the anchored-time work: **every actively-written delta-time value in the engine now stores an anchored timestamp** — absolute on the wire, shifted forward by the downtime at load. Remaining time survives restarts (as delta did), and unlike delta, the bytes do not change on every save, so an idle world serializes identically save after save.
The answer to "is it possible everywhere": **yes** — including the one case that looked impossible.
## The GenericPersistence problem, solved
`GenericPersistence` bins (`Virtues.bin`, `StealableArtifacts.bin`, …) are raw payloads with no idx header, so they have no anchor of their own — anchored reads there would silently apply zero shift. But the anchor is a property of the **save**, not the file: every file in one save shares one `World.SaveStartTime`, and `Persistence.Load` reads **all** entity indexes (phase 1) before **any** persistence payload (phase 2). So the idx v5 header stamps a save-wide `World.LoadTimeShift`, and generic persistence readers inherit it. No file-format change, no per-bin header, old bins unaffected.
## Converted
- **Item v10 → v11**: `LastMoved` — previously whole-minute delta, rewritten every save for every item, the single largest source of idle-save churn — and `DecayResetTime` (retiring the TODO from #2583). **Mobile v37 → v38**: the three stat-gain stamps. **BaseCreature v20 → v21**: `SummonEnd`.
- **17 code-generated classes** (`[DeltaDateTime]` → `[AnchoredDateTime]`, version bump + `MigrateFrom` each): the five field spells, TransientItem, VirtueContext (×7 fields), PuzzleChestSolutionAndTime, BaseCamp, BaseBoat, RentedVendor, PlayerVendor, Ethics Player, Sheep, StarRoomGate, ChampionSpawn (×3), Corpse (`TimeOfDeath`, v19). The `MigrateFrom` bodies were generated from each class's current migration schema and are compiler-verified; VirtueContext's save-flagged nullables fall back to the same defaults the old deserialize left in place. Corpse's six migrations moved to a new `Corpse.Migrations.cs`.
- **Hand-written sites**: StealableArtifacts (v2), VendorInventory (v1), ML quest objectives (persistence v3) — each gated on its own version.
**Not converted, deliberately**: the ~25 read-only `ReadDeltaTime` sites in legacy version fallbacks and migration replays — they decode existing old bytes and must never change. `[DeltaDateTime]`/`WriteDeltaTime` remain available for them.
## Verification
- Build 0 errors / 0 warnings; **837 + 708 tests green**.
- Schema regeneration produced exactly the 17 expected new `vN.json` files (all `AnchoredTime` rule args), nothing else touched.
- **New acceptance tests** pin the point of the whole effort: serializing the same item at two save times **5 hours apart produces byte-identical output**, and `LastMoved`/`DecayResetTime` round-trip **exactly** at sub-minute precision (the old minutes encoding destroyed both properties).
## Notes for review
- `LastMoved` grows from a 1–3 byte encoded minutes value to 8-byte ticks per item — the price of byte-stability; it repays itself in incremental-save behavior since unchanged items now produce unchanged bytes.
- BaseEscortable-style semantics are unchanged: anchored shift preserves *remaining* time exactly, the same contract delta provided, so no gameplay-visible behavior changes — deadlines simply stop being consumed by downtime that delta already protected against, now with stable bytes.
## Enforcement
`WriteDeltaTime` is now `[Obsolete]` (interface + implementation). With the repo's warnings-as-errors, any new delta-time write — hand-written or emitted by a still-unconverted `[DeltaDateTime]` field — fails the build, with the migration instructions in the message. That the full solution still builds with **zero warnings** is itself the proof no active delta writer survived the conversion. `ReadDeltaTime` deliberately stays un-attributed: its remaining callers decode existing old bytes and are correct forever; its XML docs now state the legacy-decode-only contract.
## Summary
The save-stability infrastructure consumed by generator v3's `[AnchoredDateTime]`: anchored timestamps are written as **absolute values** and re-based once at load by the elapsed time since the save started — so downtime doesn't age them, and an unchanged entity serializes to identical bytes (the prerequisite for replacing delta-time encodings, which rewrite every entity on every save).
## Design
- **`WriteAnchoredTime` / `ReadAnchoredTime`** on `IGenericWriter`/`IGenericReader`. The read side applies the reader's `AnchoredTimeShift`; `Min/MaxValue` sentinels pass through unshifted, and shifts saturate instead of overflowing.
- **`World.SaveStartTime`** is stamped the moment the world freezes for a snapshot — one anchor for the entire save, no per-persistence skew.
- **idx v5**: the anchor ticks sit in the header right after the version. The anchor travels with the file it re-anchors, so a single idx+bin pair restored from a backup is self-describing, and anchor presence is guaranteed by the same version gate as the record format — there is no separate anchor file to lose.
- **The shift rides the reader instance** (`BufferReader`, `UnmanagedDataReader`, `BinaryFileReader` delegating), not a static — parallel per-persistence loads and ad-hoc restores each see their own file's anchor. idx v4 and older read with a zero shift.
## Scope
Behavior-neutral: nothing serializes anchored values yet (`Item.DecayResetTime` and the `[DeltaDateTime]` field migrations come separately, with their own version bumps). Saves written from this branch are idx v5; loading v4/v3 saves is unchanged and remains pinned by the existing hand-written-header tests.
## Testing
- Unit round-trips: exact with zero shift, shifted read, sentinel passthrough, saturation, Local→UTC normalization.
- End-to-end through the real worker/segment-log pipeline: an anchored timestamp re-bases across a simulated two-hour downtime via the idx v5 header.
- Full suites green: Server.Tests 835/835, UOContent.Tests 708/708 (including the existing v4/v3 idx loading tests).
Reduces the world-save freeze window from ~740ms to ~78ms (measured on a synthetic 10M-entity / 1.7GB world, 24 cores, through the real pipeline classes) by removing the per-entity handoff between the game loop and the serialization workers, fixing how large indivisible payloads are scheduled, rewriting the BufferWriter hot path, removing per-entity placement state entirely, and finally replacing the global serialized-types tracking with a per-file type table (idx v4) that also shrinks idx files by ~21% and speeds the background write phase. The pipeline has also been validated end-to-end on live-copy worlds in the multi-million-entity range, where the freeze is drain-bound (real `Serialize()` costs far more CPU per byte than synthetic writes) — the same structural wins hold, and entity/file round-trips are byte-clean across both load paths.
## The problem
The freeze window is `max(main-thread handoff, slowest worker drain)`:
1. **The producer was the bottleneck.** The main thread round-robined every entity through per-worker `ConcurrentQueue`s — two interlocked ops per entity, ~740ms of freeze floor at 10M entities before any serialization happened.
2. **Round-robin distributes count, not cost.** "Deep" systems (50MB generic persistence blobs) and "thick" entities (100K-item storage keys) landed on arbitrary workers, producing lopsided drain times on large worlds.
3. **Worst-case scheduling.** `GenericEntityPersistence.Serialize` pushed its self-payload *after* all entities, and generic persistences sort last in the registry — so the biggest indivisible blobs started serializing at the very end, extending the freeze by their entire duration.
## The fix
**Commit 1 — chunked handoff + LPT scheduling + heap pre-sizing:**
- Pooled 4096-entity chunks published to one shared queue; workers pull chunks and load-balance dynamically (a worker busy with a thick entity simply takes fewer chunks).
- `Persistence.SerializeAll` pushes systems largest-first (LPT) using the previous save's payload size (or loaded file size on first boot); self-payloads get dedicated single-entity chunks so they overlap the entity stream instead of ending it.
- Worker heaps pre-size from the loaded save's `.bin` totals, eliminating copy-on-grow inside the first save's freeze.
- `SpinWait` backoff in the drain loop (never `Sleep(1)`), per-worker balance stats logged in debug builds (the call site is compiled out of Release), 1MB snapshot write buffer.
**Commit 2 — workers iterate the dictionaries directly + main thread joins the drain:**
- `GenericEntityPersistence` publishes 4096-slot ranges over its dictionary's backing entries array; workers serialize occupied slots (`value != null`) directly through a `ShadowEntry<TValue>` struct mirroring the runtime's private `Entry` layout. Safe because the dictionary is frozen during `Saving` (mutations divert to the pending safety queues).
- The layout is **proven at startup before any code reads through it**: validation measures the true `Entry` stride via precise allocation accounting (guaranteeing all shadow reads are in-bounds), then verifies every key/value of a churned, resized, freelist-exercised dictionary — reading value slots as raw pointer bits only, never materializing a managed reference until the layout is proven. If a future runtime changes `Dictionary` internals, validation fails with a logged warning and saves fall back to the (fully maintained) enumerate-and-push path.
- The main thread joins the drain via an inline worker after publishing, instead of idling — worth a full worker share, proportionally more on low-core hosts.
**Commit 3 — 2.2x faster BufferWriter write path, single-pass short strings:**
- PGO already devirtualizes and inlines every `IGenericWriter.Write` callsite (interface vs concrete measured identical) — the real per-write cost was the non-inlinable `Index` setter (range-check throw path + per-write high-water tracking) plus span bounds checks. Writes now reserve capacity once, then do an unaligned store through a ref with a raw index increment; the high-water mark folds at Seek/Resize instead of per write.
- Class-level implementations of the hottest default interface methods keep nested writes inlined (a DIM re-dispatches on `this` even at a devirtualized callsite).
- Strings of 85 chars or fewer encode once into a stack scratch instead of walking the string twice (`GetByteCount` + `GetBytes`). Byte output is identical.
- Measured: 34.4 → 15.7 ns/entity on a generated-style write mix; end-to-end freeze ~99ms → ~74-82ms.
**Commit 4 — branch-free fallback push loop:**
- A bare `foreach { PushToCache(entity); }` runs at 2.3ns/entity; the same loop carrying a per-entity heavy-check runs 2.3x slower — the cost is the fatter loop body defeating tight-loop codegen. Entity-level >1MB payloads are rare enough to ride in shared chunks; system self-payloads (the large ones) are still explicitly scheduled largest-first.
**Commit 5 — drop the 9-byte per-entity placement state; snapshots write from worker segment logs:**
- Every `ISerializable` carried `SerializedThread/SerializedPosition/SerializedLength` so `WriteSnapshot` could gather each entity's bytes from the worker heaps in dictionary order. But the idx records absolute positions — bin order is free — so the snapshot is now written in worker-heap order and the join inverts: workers log segments (owner, slot range, heap start) plus one length per record as they serialize; positions are implicit because a worker's writes are contiguous, and identity comes from re-walking the same snapshot slots in the same order (stable until `PostWorldSave`).
- Chunks are persistence-homogeneous (the partial chunk publishes at each `SerializeAll` boundary) so segments route to files by owner with zero per-entity state. Self-payloads keep placement as three private fields on the handful of persistence instances.
- Net: 9 bytes (plus padding) of resident state removed from every item, mobile, guild, and account on every shard; three interface-property stores per entity leave the drain hot path (stamping dirtied one cache line per entity mid-freeze — the lengths log is one sequential stream); each segment's bytes hit the bin as a single span write instead of one copy per entity, speeding the background write phase; and `IGenericSerializable` shrinks to just `Serialize(IGenericWriter)`. Transient cost: ~4 bytes per entity in pooled per-worker logs, released after each write. The save format was unchanged at this point (idx v3, same loader); the v4 bump comes later in the branch.
**Commit 6 — staged file writes replace memory-mapped snapshot writing:**
- `MemoryMapFileWriter` is removed. `FileBufferWriter` composes through the full `BufferWriter` raw write path into a pooled staging block that drains to the file as large sequential positional writes (`RandomAccess.Write`); seeks flush the block and move the file offset, so backwards patches (the idx entity count) become small positional writes.
- Memory-mapped composition paid a soft page fault on every composed page plus unpredictable dirty-section teardown stalls at dispose — measured ~4x slower end-to-end than staged writes at snapshot sizes.
**Commits 7–11 — idx v4: per-file type table replaces SerializedTypes.db and all runtime type tracking:**
- Previously every `Write(Type)` from every worker enqueued into a shared `ConcurrentQueue<Type>` during the freeze (interlocked writes on a shared cache line, millions of mostly-duplicate entries), the background phase drained and deduped it all into a `HashSet`, and the snapshot recomputed `xxHash64(Type.FullName)` once per entity record (~5.4M redundant hashes per save on a large world) to write 9-byte tag+hash idx records plus a global `SerializedTypes.db`.
- The db's only real job was diagnostics: the string name behind "Type `<X>` was not found. Delete all of those types?" during idx loading. That map now lives in the idx itself: each `GenericEntityPersistence<T>` keeps an insertion-ordered `Type -> ushort` table, hydrated at `AddEntity` and on every deserialize path — one dictionary `TryAdd` per entity add on the game thread, amortized across gameplay, and provably immutable while the background writer reads it (adds divert to the pending queues during saves).
- idx v4 layout: the table (names only) is written before the records; records reference it by 2-byte index, shrinking from 33 to 26 bytes (−21%). The loader resolves each table name **once** (`FindTypeByHash(ComputeHash64(name))` — semantically identical to v3 resolution, `TypeAlias` included) into a constructor array, and each record becomes an array index instead of an 8-byte hash read plus dictionary probe. The unresolved-type prompt now surfaces once per type, with the name.
- Deleted outright: `World.SerializedTypes`, the drain/dedupe pass in `WriteFiles`, `BufferWriter`'s type tracking (its `Write(Type)` is now pure — payload format unchanged: tag byte + xxHash64), `FileBufferWriter`'s typeSet parameter, `Persistence.WriteSerializedTypesSnapshot`, and the adhoc db write. SerializedTypes.db is no longer produced.
- **Backward compatibility:** v0–v3 saves (including their SerializedTypes.db and legacy tdb files) load exactly as before, and every legacy load path hydrates the new table so the first v4 save after an upgrade is complete. Stale db files in existing save folders are simply ignored. Verified live: a v3 save boots, saves as v4 (Items.idx −20.2% on a dev world), and reloads with identical entity counts.
## Measured (synthetic 10M entities / 1.7GB, 64+64+32MB system blobs, 24x 2MB thick entities, dense write profile, 24 cores)
| Metric | Before | After |
|---|---|---|
| Steady-state freeze | ~740 ms | **~78 ms** |
| Main-thread publish cost | ~740 ms | **~0.1 ms** |
| Steady-state allocations | 0 | 0 (by iter 2) |
| Worker byte-load spread | 2x | ~1.15x |
The freeze is now bound by pure serialize throughput (payload / cores).
## Tests
- 779 Server.Tests + 501 UOContent.Tests pass.
- New across the branch: chunk fill/flush/owner-boundary tests, pool reuse/clear tests, an end-to-end multi-worker drain through the real wake/push/flush/pause protocol, a 50K-entry churn equivalence test for the shadow iteration re-walk (the exact pairing the snapshot writer relies on), byte-level BufferWriter output/position pins, `RuntimeLayoutIsSupported` so a silent fallback on a future runtime upgrade fails loudly in CI, and a full snapshot **round-trip test** that serializes 25K entities plus a self-payload through real workers, writes the idx/bin from the segment logs, and reloads them through the standard loader (now in v4 format).
- For idx v4 specifically: `FileBufferWriter` staging/drain/seek-patch and oversized-item tests, type-table registration tests, a hand-written v4 fixture proving an unresolvable type name skips only its own records through the console confirmation flow, and a hand-written **legacy v3 fixture** proving old saves still load and hydrate the type table for their next save.
## Trade-offs
- Chunk scheduling is nondeterministic, so worker heaps ratchet to each worker's max-ever draw rather than a fixed share. With slot ranges the balance is tight (~1.15x), so the effect is small; a shared slab pool remains an option if production shows retention creep.
- Entity-level heavy items inside slot ranges are serialized wherever they're encountered (no LPT for them); worst-case tail is one thick entity's serialize time (~ms). System self-payloads — the large ones — are still explicitly scheduled largest-first.
- Snapshot-write error granularity is per segment rather than per entity (heap-bounds bugs were the only thing the per-entity catch ever caught; idx metadata reads keep per-record granularity).
- idx v4 is a save-format version bump: old saves load unchanged through the preserved legacy paths, but saves written by this branch require this loader. Per-persistence type tables cap at 65,535 distinct entity types per boot (hard throw, orders of magnitude of headroom), and a type's table slot persists until restart even if its last entity is deleted — a few stale name entries per file, by design.
Fixes serialization/deserialization edge cases with BitArray. If you use BitArray, you will need to migrate.
1. Change the type in the migration JSON file (if there is one) from `BitArray` to `byte[]` for all the versions you need to migrate.
2. Then in the `MigrateFrom`, use the following function to convert the field from a byte[] back to the BitArray.
Example Migration JSON:
```json
{
"name": "RestrictedSpells",
"type": "byte[]",
"rule": "ArrayMigrationRule",
"ruleArguments": [
"byte",
"PrimitiveTypeMigrationRule",
""
]
},
```
Migration function to use in MigrateFrom:
```cs
public static BitArray MigrateBitArray(byte[] data, int bitLength) => new(data) { Length = bitLength };
```
Example use:
```cs
private void MigrateFrom(V0Content content)
{
// ... deserialize
_restrictedSpells = content.RestrictedSpells.MigrateBitArray(SpellRegistry.Types.Length);
_restrictedSkills = content.RestrictedSkills.MigrateBitArray(SkillInfo.Table.Length);
// ... rest of deserialize
}
```
### Summary
Updates the serialization strategy to use `MemoryMappedFile` instead of thick buffers. This has the benefit of being on-par with the current implementation (based on hardware/OS), however won't incur the double-memory issue.
> [!Important]
> **Developer Note**
> The `BinaryFileWriter` and `BinaryFileReader` has been removed in favor of `MemoryMapFileWriter` and `UnmanagedDataReader`
### Summary
- Fixes infinite loop with binary file writer
- Removes extra buffer copying with binary file writer
- Removes storing type counts during world save file writing
- Fixes display cache self-deletion warning during world load
### Summary
* Fixes spawner timer deserialization
* Adds a check for a null timer and allows the timer to get recreated
* Adds PotionKeg reverse lookup
* Heavily optimizes decimal serialize/deserialize
### Summary
The BitArray class will be optimized over the next several years for various platforms/hardware and maintaining a duplicate for serialization is not practical. Removing the custom implementation. Recommend against using BitArray for serialization unless it is absolutely necessary.
## Changes
* Improves type hashing by introducing xxHash3 (64bit)
* Removes individual `tdb` files in favor of a single `SerializedTypes.db` file. This file is only used to identify a type that is being deserialized, which doesn't exist.
* Adds duplicate type alias detection
* Adds `AssemblyHandler.FindTypeByHash`
View changed files whitespaces: https://github.com/modernuo/ModernUO/pull/1172/files?diff=split&w=1
## SerializedTypes.db
The serialized types file is used to get back the original name of a type in case it no longer exists in code. This can easily be necessary if a class is renamed in code and no `TypeAlias` is provided.
### Format
byte[4] - version
byte[4] - count
--array--
byte[8] - xxHash
byte[1] - flag, 0 - null, 1 - not null
byte[n] - Full class name in UTF8
### Example
<img width="472" alt="SerializedTypes_Example" src="https://user-images.githubusercontent.com/3953314/195255429-31d24293-6bd1-419e-811b-07874dd0f78d.png">
## Benchmarks
Serialized 500 Type fields. The 8192bytes comes from the _ConcurrentQueue_ that would later be used for SerializedTypes.
Note that the queue is never cleared, so it's size grew considerably.
```cs
| Method | Mean | Error | StdDev | Allocated |
|--------------------- |---------:|---------:|---------:|----------:|
| BenchmarkXXHash | 18.44 us | 0.278 us | 0.260 us | 8192 B |
| BenchmarkTypeStrings | 25.09 us | 0.292 us | 0.259 us | - |
```
TODO:
* Add support in the Serialization Generator for `ReadType()` and `Write(Type)`
* Remove `SetTypeRef` from Serialization Generator
**Only one functional change**
* Fixes a bug in LogFactory where `Warning` is being logged as `Information`
Non-functional changes:
* Updates/Fixes copyright headers
* Removes namespace scopes for core files.
View with [whitespace off](https://github.com/modernuo/ModernUO/pull/1187/files?w=1).
* Adds a custom BitArray class with the following added features:
* ctor for creating BitArray against read only span
* ctor for creating BitArray against BinaryReader
* CopyTo to copy a BitArray to a Span
* Adds BitArray to UO Primitive serialization so it can be codegenned.
* Adds `BeforeSerialized` for entities to handle cleanup.
* Adds `Created` and `LastSerialized` fields to all entities. While this is a big bloat, this will be necessary for identifying dangling references to other invalid entities.
* Changes formula for determining a valid reference to be _not null, not deleted, and reference's created date must be at or before the entities last serialized date_.
* Adds versioning to idx file and serializes `Created` and `LastSerialized`.
* Fixes Save Stats and also disables it by default.
- [X] Adds Enum migration rule
- [X] Adds legacy version (writing full int for version field)
- [X] Adds encoded int attribute
- [X] Adds intern string attribute
- [X] Fixes missing base deserialize/serialize
- [X] Adds `AdhocPersistence` which replaces RunUO `Persistence`
- [X] Fixes a few minor bugs with EntityPersistence deserialization
- [X] Reverts/updates some serialization changes
- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases.
- [X] Fixes an issue with dupe copying the savebuffer reference (ugh).
- [X] Streamlines the IGenericWriter API to use better generics.
- [X] Streamlines the IGenericReader API to use better generics.
- [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects.
- [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks.
- [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading.
- NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states.
- [X] Fixes an issue with serializing negative DateTime deltas.
- [X] Fixes a potential issue with serializing non-UTC DateTime.
Bumps release version
- [X] Fixes IPAddresses not having enough space
- [X] Streamlines some code
- [X] Fixes base escortables to not load destination tables in a dangerous way.
- [X] Fixes some bad assumptions about resizing buffers
- [X] Fixes little endian issue with circular buffer writer
This doesn't seem to address #349. That issue requires more investigation because I am not seeing where the issue would be.
Closes#347Closes#322
- [X] Speeds up world loading
- [X] Removes PeekChar cause it wasn't used
- [X] Adds a BufferReader
- [X] Removes BinaryFileReader
- [X] Removes reading/writing `char` since it is not consistent and will cause a deserialize issue if used.
Bumps version release
- [X] Removes all save strategies
- [X] Removes duplicate file writer that won't be used
- [X] Removes persistence (it will become a duplicate system)
- [X] Add a save position variable to skip serializing a clean item/mobile
- [X] Update Guilds/Accounts to be IEntity types
- Because guilds are abstract, this may make serialization tricky.
- [X] Update the generalized IEntity writing
- [X] Update the load/save to write to buffers then to files in background
Bumps release version