Replaces the per-entity round-robin ConcurrentQueue handoff between the game loop and the serialization workers with pooled 4096-entity chunks published to a single shared queue. The producer's per-entity cost drops from a synchronized enqueue to a plain array store, and workers pulling whole chunks load-balance dynamically: a worker busy with a thick entity simply takes fewer chunks. Scheduling changes so indivisible multi-megabyte payloads no longer extend the freeze tail: - Persistence.SerializeAll pushes systems largest-first (LPT), using the previous save's SerializedLength (or the loaded file size on first save). - Persistence self-payloads and entities whose previous size exceeds 1MB are published as dedicated single-entity chunks so they spread across workers instead of riding inside one shared chunk. - Entity SerializedLength is stamped from the index at load so estimates exist on the first save after boot. Worker heaps are pre-sized from the loaded save's .bin sizes (25% headroom) so the first save doesn't pay copy-on-grow inside the freeze, and the drain loop uses SpinWait backoff (never Sleep(1)) instead of hammering the queue head while the producer works. Snapshot writing uses a 1MB FileStream buffer, and per-worker entity/byte counts are logged at Debug for balance diagnostics. Measured on a 24-core machine with a synthetic 10M-entity, 1.7GB world (64/64/32MB system payloads, 24x 2MB thick entities) through the real pipeline classes: freeze window 740ms -> 122-160ms steady state (~5-6x), first save 490ms -> 330ms, steady-state allocations converge to zero, and worker byte loads converge (previous max/min spread ~2x -> ~1.15x for the small-entity stream). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
124 lines
5.1 KiB
C#
124 lines
5.1 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: SerializationChunkSource.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.Concurrent;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Server;
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/// <summary>
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/// Single-producer/multi-consumer handoff between the game loop and the serialization
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/// thread workers during a world save. The producer batches entities into pooled chunks
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/// so the per-entity cost is a plain array store instead of a synchronized enqueue, and
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/// workers pull whole chunks so they naturally load-balance: a worker busy with a thick
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/// entity simply takes fewer chunks.
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/// Entities whose previous serialized size exceeds <see cref="HeavyEntityThreshold"/> are
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/// published as dedicated single-entity chunks so multi-megabyte payloads spread across
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/// workers instead of riding inside one chunk.
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/// </summary>
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public sealed class SerializationChunkSource
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{
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// 4096 refs (32KB per chunk) keeps producer sync cost at one enqueue per 4096 entities
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// while the drain tail stays sub-millisecond.
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private const int ChunkCapacity = 4096;
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/// <summary>
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/// Entities whose previous <see cref="IGenericSerializable.SerializedLength"/> exceeds this
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/// should be pushed with <see cref="PushSingle"/>. Callers do the check where the entity's
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/// concrete type is known, so the size read is not an interface dispatch per entity.
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/// </summary>
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public const int HeavyEntityThreshold = 1024 * 1024; // 1MB
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internal readonly struct Chunk
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{
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public readonly IGenericSerializable Single;
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public readonly IGenericSerializable[] Buffer;
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public readonly int Count;
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public Chunk(IGenericSerializable single)
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{
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Single = single;
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Buffer = null;
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Count = 1;
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}
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public Chunk(IGenericSerializable[] buffer, int count)
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{
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Single = null;
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Buffer = buffer;
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Count = count;
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}
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}
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private readonly ConcurrentQueue<Chunk> _chunks = new();
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private readonly ConcurrentQueue<IGenericSerializable[]> _pool = new();
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// Producer state - written only by the game loop thread.
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private IGenericSerializable[] _current;
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private int _count;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Push(IGenericSerializable entity)
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{
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var current = _current ??= Rent();
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// Ref store skips the bounds and array-covariance checks. Safe by construction:
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// _count is producer-thread-only and always < ChunkCapacity here (reset on publish),
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// and the array's element type is exactly IGenericSerializable.
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Unsafe.Add(ref MemoryMarshal.GetArrayDataReference(current), _count) = entity;
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if (++_count == ChunkCapacity)
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{
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_chunks.Enqueue(new Chunk(current, ChunkCapacity));
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_current = null;
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_count = 0;
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}
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}
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/// <summary>
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/// Publishes the entity as a dedicated chunk regardless of its estimated size.
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/// Used for persistence self-payloads, which can be large on the first save
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/// before a <see cref="IGenericSerializable.SerializedLength"/> estimate exists.
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/// </summary>
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public void PushSingle(IGenericSerializable entity) => _chunks.Enqueue(new Chunk(entity));
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/// <summary>
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/// Publishes the partial chunk, if any. Must be called on the producer thread before
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/// the workers are told to finish draining, or the tail of the stream is not serialized.
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/// </summary>
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public void Flush()
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{
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if (_count > 0)
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{
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_chunks.Enqueue(new Chunk(_current, _count));
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_current = null;
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_count = 0;
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}
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}
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internal bool TryTake(out Chunk chunk) => _chunks.TryDequeue(out chunk);
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internal void Return(IGenericSerializable[] buffer, int count)
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{
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// Clear so pooled chunks don't keep entities reachable between saves.
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Array.Clear(buffer, 0, count);
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_pool.Enqueue(buffer);
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}
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private IGenericSerializable[] Rent() =>
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_pool.TryDequeue(out var buffer) ? buffer : new IGenericSerializable[ChunkCapacity];
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}
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