/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: World.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see . *
*************************************************************************/
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Runtime.CompilerServices;
using System.Threading;
using Server.Guilds;
using Server.Logging;
using Server.Network;
namespace Server;
public enum WorldState
{
Initial,
Loading,
Running,
PendingSave,
Saving,
WritingSave
}
public static class World
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(World));
private static readonly ItemPersistence _itemPersistence = new();
private static readonly MobilePersistence _mobilePersistence = new();
private static readonly GenericEntityPersistence _guildPersistence = new("Guilds", 3, 1, 0x7FFFFFFF);
// All workers including the main thread's inline worker (last index), for heap lookups.
internal static SerializationThreadWorker[] _threadWorkers;
// How many of those own a thread (wake/sleep/exit applies only to these).
private static int _realWorkerCount;
private static readonly SerializationChunkSource _chunkSource = new();
private static readonly ManualResetEvent _diskWriteHandle = new(true);
private static string _tempSavePath; // Path to the temporary folder for the save
public const bool DirtyTrackingEnabled = false;
public const uint ItemOffset = 0x40000000;
public const uint MaxItemSerial = 0x7EEEEEEE;
public const uint MaxMobileSerial = ItemOffset - 1;
public const uint ResetVirtualSerial = MaxItemSerial;
public const uint MaxVirtualSerial = 0x7FFFFFFF;
private static uint _nextVirtualSerial = ResetVirtualSerial;
public static Serial NewMobile => _mobilePersistence.NewEntity;
public static Serial NewItem => _itemPersistence.NewEntity;
public static Serial NewGuild => _guildPersistence.NewEntity;
// Virtual things don't persist across saves
public static Serial NewVirtual
{
get
{
#if THREADGUARD
if (Thread.CurrentThread != Core.Thread)
{
logger.Error(
"Attempted to get a new virtual serial from the wrong thread!\n{StackTrace}",
new StackTrace()
);
}
#endif
var value = _nextVirtualSerial > MaxVirtualSerial ? ResetVirtualSerial : _nextVirtualSerial;
_nextVirtualSerial = value + 1;
return (Serial)value;
}
}
public static Dictionary Items => _itemPersistence.EntitiesBySerial;
public static Dictionary Mobiles => _mobilePersistence.EntitiesBySerial;
public static Dictionary Guilds => _guildPersistence.EntitiesBySerial;
public static bool UseMultiThreadedSaves { get; private set; }
public static string SavePath { get; private set; }
public static WorldState WorldState { get; private set; }
public static bool Saving => WorldState == WorldState.Saving;
///
/// UTC time the current or most recent world save started. Written into save indexes so
/// anchored timestamps can be re-based by the downtime at load.
///
public static DateTime SaveStartTime { get; internal set; }
///
/// The anchored-time shift for the save currently being loaded: the downtime between the
/// save's start and this load. Stamped while entity indexes are read (they all carry the
/// same anchor, since the whole save shares one ) and applied
/// to every reader of that save's files — including
/// payloads, which carry no anchor of their own. Zero for saves that predate the anchor.
///
public static TimeSpan LoadTimeShift { get; internal set; }
public static bool Running => WorldState is not WorldState.Loading and not WorldState.Initial;
public static bool Loading => WorldState == WorldState.Loading;
public static void Configure()
{
var tempSavePath = ServerConfiguration.GetSetting("world.tempSavePath", "temp");
_tempSavePath = PathUtility.GetFullPath(tempSavePath);
var savePath = ServerConfiguration.GetOrUpdateSetting("world.savePath", "Saves");
SavePath = PathUtility.GetFullPath(savePath);
UseMultiThreadedSaves = ServerConfiguration.GetOrUpdateSetting("world.useMultithreadedSaves", true);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void WaitForWriteCompletion() => _diskWriteHandle.WaitOne();
public static void Broadcast(int hue, bool ascii, string text)
{
var length = OutgoingMessagePackets.GetMaxMessageLength(text.Length);
var buffer = stackalloc byte[length].InitializePacket();
foreach (var ns in NetState.Instances)
{
if (ns.Mobile == null)
{
continue;
}
length = OutgoingMessagePackets.CreateMessage(
buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
);
if (length != buffer.Length)
{
buffer = buffer[..length]; // Adjust to the actual size
}
ns.Send(buffer);
}
NetState.FlushAll();
}
public static void BroadcastStaff(string text) => BroadcastStaff(0x35, false, text);
public static void BroadcastStaff(int hue, bool ascii, string text)
{
var length = OutgoingMessagePackets.GetMaxMessageLength(text.Length);
var buffer = stackalloc byte[length].InitializePacket();
foreach (var ns in NetState.Instances)
{
if (ns.Mobile == null || ns.Mobile.AccessLevel < AccessLevel.GameMaster)
{
continue;
}
length = OutgoingMessagePackets.CreateMessage(
buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
);
if (length != buffer.Length)
{
buffer = buffer[..length]; // Adjust to the actual size
}
ns.Send(buffer);
}
NetState.FlushAll();
}
public static void Load()
{
if (WorldState != WorldState.Initial)
{
return;
}
WorldState = WorldState.Loading;
logger.Information("Loading world");
var watch = Stopwatch.StartNew();
Persistence.Load(SavePath);
EventSink.InvokeWorldLoad();
// Set the world to running before we process our queues
WorldState = WorldState.Running;
Persistence.PostDeserializeAll(); // Process safety queues
watch.Stop();
logger.Information("Loading world {Status} ({ItemCount} items, {MobileCount} mobiles) ({Duration:F2} seconds)",
"done",
Items.Count,
Mobiles.Count,
watch.Elapsed.TotalSeconds
);
// Create the serialization threads, plus an inline worker the main thread uses to
// join the drain after publishing work instead of idling until the workers finish.
_realWorkerCount = UseMultiThreadedSaves ? Math.Max(Environment.ProcessorCount - 1, 1) : 1;
_threadWorkers = new SerializationThreadWorker[_realWorkerCount + 1];
// The save we just loaded tells us how big the heaps need to be, so the first save
// doesn't pay copy-on-grow inside the freeze window. 25% headroom for world growth.
var heapSizeHint = (int)Math.Min(GetLoadedSaveSize() / _threadWorkers.Length * 5 / 4, 1024 * 1024 * 1024);
for (var i = 0; i < _realWorkerCount; i++)
{
_threadWorkers[i] = new SerializationThreadWorker(i, _chunkSource, heapSizeHint);
}
_threadWorkers[_realWorkerCount] =
SerializationThreadWorker.CreateInline(_realWorkerCount, _chunkSource, heapSizeHint);
}
private static long GetLoadedSaveSize()
{
try
{
if (!Directory.Exists(SavePath))
{
return 0;
}
var total = 0L;
foreach (var file in Directory.EnumerateFiles(SavePath, "*.bin", SearchOption.AllDirectories))
{
total += new FileInfo(file).Length;
}
return total;
}
catch
{
return 0;
}
}
public static void Save()
{
if (WorldState != WorldState.Running)
{
return;
}
WaitForWriteCompletion(); // Blocks Save until current disk flush is done.
_diskWriteHandle.Reset();
WorldState = WorldState.PendingSave;
ThreadPool.QueueUserWorkItem(Preserialize);
}
private static void Preserialize(object state)
{
try
{
// Allocate the heaps for the GC
foreach (var worker in _threadWorkers)
{
worker.AllocateHeap();
}
WakeSerializationThreads();
// Execute this synchronously so we don't have a race condition
Core.LoopContext.Post(() => Core.RequestSnapshot(PathUtility.EnsureRandomPath(_tempSavePath)));
}
catch (Exception ex)
{
logger.Error(ex, "Preparing to save world {Status}", "failed");
Persistence.TraceException(ex);
BroadcastStaff(0x35, true, "Preparing for a world save failed! Check the logs!");
}
}
internal static void Snapshot(string snapshotPath)
{
if (WorldState != WorldState.PendingSave)
{
return;
}
NetState.FlushAll();
WorldState = WorldState.Saving;
// The world is frozen from here: one anchor for the whole save. Written into save
// indexes so anchored timestamps can be re-based by the downtime at load.
SaveStartTime = Core.Now;
Broadcast(0x35, true, "The world is saving, please wait.");
logger.Information("Saving world");
var watch = Stopwatch.StartNew();
Exception exception = null;
try
{
if (string.IsNullOrEmpty(snapshotPath))
{
throw new ArgumentException("Snapshot path cannot be null or empty", nameof(snapshotPath));
}
Persistence.SerializeAll();
PauseSerializationThreads();
LogWorkerBalance();
EventSink.InvokeWorldSave();
}
catch (Exception ex)
{
exception = ex;
}
WorldState = WorldState.WritingSave;
ThreadPool.QueueUserWorkItem(WriteFiles, snapshotPath);
watch.Stop();
if (exception == null)
{
var duration = watch.Elapsed.TotalSeconds;
logger.Information("Saving world {Status} ({Duration:F2} seconds)", "done", duration);
Broadcast(0x35, true, $"World save completed in {duration:F2} seconds.");
}
else
{
logger.Error(exception, "Saving world {Status}", "failed");
Persistence.TraceException(exception);
BroadcastStaff(0x35, true, "World save failed! Check the logs!");
}
}
private static void WriteFiles(object state)
{
var snapshotPath = (string)state;
try
{
var watch = Stopwatch.StartNew();
logger.Information("Writing world save snapshot");
Persistence.WriteSnapshotAll(snapshotPath);
try
{
EventSink.InvokeWorldSavePostSnapshot(SavePath, snapshotPath);
PathUtility.MoveDirectoryContents(snapshotPath, SavePath);
Directory.SetLastWriteTimeUtc(SavePath, Core.Now);
}
catch (Exception ex)
{
Persistence.TraceException(ex);
}
watch.Stop();
logger.Information("Writing world save snapshot {Status} ({Duration:F2} seconds)", "done", watch.Elapsed.TotalSeconds);
}
catch (Exception ex)
{
logger.Error(ex, "Writing world save snapshot failed");
Persistence.TraceException(ex);
BroadcastStaff(0x35, true, "Writing world save snapshot failed! Check the logs!");
}
_diskWriteHandle.Set();
Core.LoopContext.Post(FinishWorldSave);
}
private static void FinishWorldSave()
{
WorldState = WorldState.Running;
Persistence.PostWorldSaveAll(); // Process decay and safety queues
MovementThrottle.ResetAllMovementTiming(); // Prevent post-save movement rejection bursts
// The snapshot is on disk; release the per-worker write logs so serialized
// entity references don't linger between saves.
for (var i = 0; i < _threadWorkers.Length; i++)
{
_threadWorkers[i].ReleaseWriteLogs();
}
}
// Debug-level output only exists in DEBUG builds (see LogFactory), so Release builds
// should not pay for the stat summing and argument boxing inside the freeze at all.
[Conditional("DEBUG")]
private static void LogWorkerBalance()
{
var totalEntities = 0L;
var totalBytes = 0L;
var minBytes = long.MaxValue;
var maxBytes = 0L;
for (var i = 0; i < _threadWorkers.Length; i++)
{
var worker = _threadWorkers[i];
totalEntities += worker.EntitiesSerialized;
var bytes = worker.BytesSerialized;
totalBytes += bytes;
minBytes = Math.Min(minBytes, bytes);
maxBytes = Math.Max(maxBytes, bytes);
}
logger.Debug(
"Serialized {EntityCount} entities ({ByteCount} bytes) across {WorkerCount} workers (min {MinBytes}, max {MaxBytes} bytes per worker)",
totalEntities,
totalBytes,
_threadWorkers.Length,
minBytes,
maxBytes
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static void WakeSerializationThreads()
{
for (var i = 0; i < _realWorkerCount; i++)
{
_threadWorkers[i].Wake();
}
}
internal static void PauseSerializationThreads()
{
// Publish the partial chunk before the workers are told to finish draining.
_chunkSource.Flush();
// Join the drain: the main thread would otherwise idle here while workers finish.
_threadWorkers[_realWorkerCount].DrainInline();
for (var i = 0; i < _realWorkerCount; i++)
{
_threadWorkers[i].Sleep();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static void SetChunkSourceOwner(Persistence owner) => _chunkSource.SetOwner(owner);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static void PushToCache(IGenericSerializable e) => _chunkSource.Push(e);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static void PushSingleToCache(GenericPersistence persistence) => _chunkSource.PushSingle(persistence);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static void PushSlotRangesToCache(ISlotRangeSource source, int slotCount) =>
_chunkSource.PushSlotRanges(source, slotCount);
public static void ExitSerializationThreads()
{
for (var i = 0; i < _realWorkerCount; i++)
{
_threadWorkers[i]?.Exit();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Item FindItem(Serial serial, bool returnDeleted = false) => _itemPersistence.Find(serial, returnDeleted);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Mobile FindMobile(Serial serial, bool returnDeleted = false) =>
_mobilePersistence.Find(serial, returnDeleted);
// Legacy: Only used for retrieving Items and Mobiles.
public static void AddEntity(IEntity entity)
{
if (entity is Item item)
{
_itemPersistence.AddEntity(item);
}
else if (entity is Mobile mobile)
{
_mobilePersistence.AddEntity(mobile);
}
else
{
logger.Warning("Attempted to call World.AddEntity with '{Entity}'. Must be a mobile or item.", entity.GetType());
}
}
public static void RemoveEntity(IEntity entity)
{
if (entity is Item item)
{
_itemPersistence.RemoveEntity(item);
}
else if (entity is Mobile mobile)
{
_mobilePersistence.RemoveEntity(mobile);
}
else
{
logger.Warning($"Attempted to call World.RemoveEntity with '{entity.GetType()}'. Must be a mobile or item.");
return;
}
#if TRACK_LEAKS
EntityFinalizationTracker.TrackEntity(entity);
#endif
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static BaseGuild FindGuild(Serial serial) => _guildPersistence.Find(serial);
public static void AddGuild(BaseGuild guild) => _guildPersistence.AddEntity(guild);
public static void RemoveGuild(BaseGuild guild) => _guildPersistence.RemoveEntity(guild);
// Legacy: Only used for retrieving Items and Mobiles.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static IEntity FindEntity(Serial serial, bool returnDeleted = false) =>
FindEntity(serial, returnDeleted);
// Legacy: Only used for retrieving Items and Mobiles.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static T FindEntity(Serial serial, bool returnDeleted = false)
where T : class, IEntity
{
if (serial.IsItem)
{
return _itemPersistence.Find(serial, returnDeleted) as T;
}
return _mobilePersistence.Find(serial, returnDeleted) as T;
}
private class ItemPersistence : GenericEntityPersistence-
{
public ItemPersistence() : base("Items", 2, ItemOffset, MaxItemSerial)
{
}
public override void PostDeserialize()
{
base.PostDeserialize();
foreach (var item in EntitiesBySerial.Values)
{
if (item.Parent == null)
{
item.UpdateTotals();
}
item.ClearProperties();
item.UpdateDecayRegistration();
}
}
}
private class MobilePersistence : GenericEntityPersistence
{
public MobilePersistence() : base("Mobiles", 1, 1, MaxMobileSerial)
{
}
public override void PostDeserialize()
{
base.PostDeserialize();
foreach (var m in EntitiesBySerial.Values)
{
m.UpdateRegion(); // Is this really needed?
m.UpdateTotals();
m.ClearProperties();
}
}
}
}