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