/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: SerializationChunkSource.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.Concurrent;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Server;
///
/// Single-producer/multi-consumer handoff between the game loop and the serialization
/// thread workers during a world save. The producer batches entities into pooled chunks
/// so the per-entity cost is a plain array store instead of a synchronized enqueue, and
/// workers pull whole chunks so they naturally load-balance: a worker busy with a thick
/// entity simply takes fewer chunks.
/// Entities whose previous serialized size exceeds are
/// published as dedicated single-entity chunks so multi-megabyte payloads spread across
/// workers instead of riding inside one chunk.
///
public sealed class SerializationChunkSource
{
// 4096 refs (32KB per chunk) keeps producer sync cost at one enqueue per 4096 entities
// while the drain tail stays sub-millisecond.
private const int ChunkCapacity = 4096;
///
/// Entities whose previous exceeds this
/// should be pushed with . Callers do the check where the entity's
/// concrete type is known, so the size read is not an interface dispatch per entity.
///
public const int HeavyEntityThreshold = 1024 * 1024; // 1MB
internal readonly struct Chunk
{
public readonly IGenericSerializable Single;
public readonly IGenericSerializable[] Buffer;
public readonly int Count;
public Chunk(IGenericSerializable single)
{
Single = single;
Buffer = null;
Count = 1;
}
public Chunk(IGenericSerializable[] buffer, int count)
{
Single = null;
Buffer = buffer;
Count = count;
}
}
private readonly ConcurrentQueue _chunks = new();
private readonly ConcurrentQueue _pool = new();
// Producer state - written only by the game loop thread.
private IGenericSerializable[] _current;
private int _count;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Push(IGenericSerializable entity)
{
var current = _current ??= Rent();
// Ref store skips the bounds and array-covariance checks. Safe by construction:
// _count is producer-thread-only and always < ChunkCapacity here (reset on publish),
// and the array's element type is exactly IGenericSerializable.
Unsafe.Add(ref MemoryMarshal.GetArrayDataReference(current), _count) = entity;
if (++_count == ChunkCapacity)
{
_chunks.Enqueue(new Chunk(current, ChunkCapacity));
_current = null;
_count = 0;
}
}
///
/// Publishes the entity as a dedicated chunk regardless of its estimated size.
/// Used for persistence self-payloads, which can be large on the first save
/// before a estimate exists.
///
public void PushSingle(IGenericSerializable entity) => _chunks.Enqueue(new Chunk(entity));
///
/// Publishes the partial chunk, if any. Must be called on the producer thread before
/// the workers are told to finish draining, or the tail of the stream is not serialized.
///
public void Flush()
{
if (_count > 0)
{
_chunks.Enqueue(new Chunk(_current, _count));
_current = null;
_count = 0;
}
}
internal bool TryTake(out Chunk chunk) => _chunks.TryDequeue(out chunk);
internal void Return(IGenericSerializable[] buffer, int count)
{
// Clear so pooled chunks don't keep entities reachable between saves.
Array.Clear(buffer, 0, count);
_pool.Enqueue(buffer);
}
private IGenericSerializable[] Rent() =>
_pool.TryDequeue(out var buffer) ? buffer : new IGenericSerializable[ChunkCapacity];
}