ModernUO/Projects/Server/Persistence/ParallelSaveStrategy.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

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C#

/***************************************************************************
* ParallelSaveStrategy.cs
* -------------------
* begin : May 1, 2002
* copyright : (C) The RunUO Software Team
* email : info@runuo.com
*
* $Id$
*
***************************************************************************/
/***************************************************************************
*
* 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 2 of the License, or
* (at your option) any later version.
*
***************************************************************************/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
namespace Server.Persistence
{
public sealed class ParallelSaveStrategy : SaveStrategy
{
private Queue<Item> _decayQueue;
private Consumer[] consumers;
private int cycle;
private bool finished;
private SequentialFileWriter guildData, guildIndex;
private SequentialFileWriter itemData, itemIndex;
private SequentialFileWriter mobileData, mobileIndex;
private int processorCount;
public ParallelSaveStrategy(int processorCount)
{
this.processorCount = processorCount;
_decayQueue = new Queue<Item>();
}
public override string Name => "Parallel";
private int GetThreadCount() => processorCount - 1;
public override void Save(bool permitBackgroundWrite)
{
OpenFiles();
consumers = new Consumer[GetThreadCount()];
for (int i = 0; i < consumers.Length; ++i) consumers[i] = new Consumer(this, 256);
IEnumerable<ISerializable> collection = new Producer();
foreach (ISerializable value in collection)
while (!Enqueue(value))
if (!Commit())
Thread.Sleep(0);
finished = true;
SaveTypeDatabases();
WaitHandle.WaitAll(
Array.ConvertAll<Consumer, WaitHandle>(
consumers,
input => input.completionEvent
)
);
Commit();
CloseFiles();
}
public override void ProcessDecay()
{
while (_decayQueue.Count > 0)
{
Item item = _decayQueue.Dequeue();
if (item.OnDecay()) item.Delete();
}
}
private void SaveTypeDatabases()
{
SaveTypeDatabase(World.ItemTypesPath, World.m_ItemTypes);
SaveTypeDatabase(World.MobileTypesPath, World.m_MobileTypes);
}
private void SaveTypeDatabase(string path, List<Type> types)
{
BinaryFileWriter bfw = new BinaryFileWriter(path, false);
bfw.Write(types.Count);
foreach (Type type in types) bfw.Write(type.FullName);
bfw.Flush();
bfw.Close();
}
private void OpenFiles()
{
itemData = new SequentialFileWriter(World.ItemDataPath);
itemIndex = new SequentialFileWriter(World.ItemIndexPath);
mobileData = new SequentialFileWriter(World.MobileDataPath);
mobileIndex = new SequentialFileWriter(World.MobileIndexPath);
guildData = new SequentialFileWriter(World.GuildDataPath);
guildIndex = new SequentialFileWriter(World.GuildIndexPath);
WriteCount(itemIndex, World.Items.Count);
WriteCount(mobileIndex, World.Mobiles.Count);
WriteCount(guildIndex, BaseGuild.List.Count);
}
private void WriteCount(SequentialFileWriter indexFile, int count)
{
byte[] buffer = new byte[4];
buffer[0] = (byte)count;
buffer[1] = (byte)(count >> 8);
buffer[2] = (byte)(count >> 16);
buffer[3] = (byte)(count >> 24);
indexFile.Write(buffer, 0, buffer.Length);
}
private void CloseFiles()
{
itemData.Close();
itemIndex.Close();
mobileData.Close();
mobileIndex.Close();
guildData.Close();
guildIndex.Close();
World.NotifyDiskWriteComplete();
}
private void OnSerialized(ConsumableEntry entry)
{
ISerializable value = entry.value;
BinaryMemoryWriter writer = entry.writer;
if (value is Item item)
Save(item, writer);
else if (value is Mobile mob)
Save(mob, writer);
else if (value is BaseGuild guild)
Save(guild, writer);
}
private void Save(Item item, BinaryMemoryWriter writer)
{
writer.CommitTo(itemData, itemIndex, item.m_TypeRef, item.Serial);
if (item.Decays && item.Parent == null && item.Map != Map.Internal &&
DateTime.UtcNow > item.LastMoved + item.DecayTime) _decayQueue.Enqueue(item);
}
private void Save(Mobile mob, BinaryMemoryWriter writer)
{
writer.CommitTo(mobileData, mobileIndex, mob.m_TypeRef, mob.Serial);
}
private void Save(BaseGuild guild, BinaryMemoryWriter writer)
{
writer.CommitTo(guildData, guildIndex, 0, guild.Id);
}
private bool Enqueue(ISerializable value)
{
for (int i = 0; i < consumers.Length; ++i)
{
Consumer consumer = consumers[cycle++ % consumers.Length];
if (consumer.tail - consumer.head < consumer.buffer.Length)
{
consumer.buffer[consumer.tail % consumer.buffer.Length].value = value;
consumer.tail++;
return true;
}
}
return false;
}
private bool Commit()
{
bool committed = false;
for (int i = 0; i < consumers.Length; ++i)
{
Consumer consumer = consumers[i];
while (consumer.head < consumer.done)
{
OnSerialized(consumer.buffer[consumer.head % consumer.buffer.Length]);
consumer.head++;
committed = true;
}
}
return committed;
}
private sealed class Producer : IEnumerable<ISerializable>
{
private IEnumerable<BaseGuild> guilds;
private IEnumerable<Item> items;
private IEnumerable<Mobile> mobiles;
public Producer()
{
items = World.Items.Values;
mobiles = World.Mobiles.Values;
guilds = BaseGuild.List.Values;
}
public IEnumerator<ISerializable> GetEnumerator()
{
foreach (Item item in items) yield return item;
foreach (Mobile mob in mobiles) yield return mob;
foreach (BaseGuild guild in guilds) yield return guild;
}
IEnumerator IEnumerable.GetEnumerator() => throw new NotImplementedException();
}
private struct ConsumableEntry
{
public ISerializable value;
public BinaryMemoryWriter writer;
}
private sealed class Consumer
{
public ConsumableEntry[] buffer;
public ManualResetEvent completionEvent;
public int head, done, tail;
private ParallelSaveStrategy owner;
private Thread thread;
public Consumer(ParallelSaveStrategy owner, int bufferSize)
{
this.owner = owner;
buffer = new ConsumableEntry[bufferSize];
for (int i = 0; i < buffer.Length; ++i) buffer[i].writer = new BinaryMemoryWriter();
completionEvent = new ManualResetEvent(false);
thread = new Thread(Processor);
thread.Name = "Parallel Serialization Thread";
thread.Start();
}
private void Processor()
{
try
{
while (!owner.finished)
{
Process();
Thread.Sleep(0);
}
Process();
completionEvent.Set();
}
catch (Exception ex)
{
Console.WriteLine(ex);
}
}
private void Process()
{
ConsumableEntry entry;
while (done < tail)
{
entry = buffer[done % buffer.Length];
entry.value.Serialize(entry.writer);
++done;
}
}
}
}
}