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