## 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
63 lines
1.4 KiB
C#
63 lines
1.4 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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namespace Server.Items;
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[SerializationGenerator(0, false)]
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public partial class EffectItem : Item
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{
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private static Queue<EffectItem> _free = new(); // List of available EffectItems
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public static readonly TimeSpan DefaultDuration = TimeSpan.FromSeconds(5.0);
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private EffectItem() : base(1) => Movable = false;
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public override bool Decays => true;
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public override bool SkipSerialization => true;
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public static EffectItem Create(Point3D p, Map map, TimeSpan duration)
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{
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EffectItem item = null;
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while (_free.Count > 0)
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{
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var free = _free.Dequeue();
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if (!free.Deleted && free.Map == Map.Internal)
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{
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item = free;
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break;
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}
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}
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if (item == null)
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{
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item = new EffectItem();
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}
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else
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{
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item.ItemID = 1;
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}
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item.MoveToWorld(p, map);
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item.BeginFree(duration);
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return item;
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}
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public void BeginFree(TimeSpan duration) => new FreeTimer(this, duration).Start();
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private class FreeTimer : Timer
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{
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private EffectItem _item;
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public FreeTimer(EffectItem item, TimeSpan delay) : base(delay) => _item = item;
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protected override void OnTick()
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{
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_item.Internalize();
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_free.Enqueue(_item);
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}
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}
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}
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