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>
160 lines
5.6 KiB
C#
160 lines
5.6 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: SerializationThreadWorker.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.Runtime.CompilerServices;
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using System.Threading;
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namespace Server;
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public class SerializationThreadWorker
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{
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private const int MinHeapSize = 1024 * 1024; // 1MB
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private readonly int _index;
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private readonly Thread _thread;
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private readonly AutoResetEvent _startEvent; // Main thread tells the thread to start working
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private readonly AutoResetEvent _stopEvent; // Main thread waits for the worker finish draining
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private readonly SerializationChunkSource _chunkSource;
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private readonly int _heapSizeHint;
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private bool _pause;
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private bool _exit;
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private bool _exited;
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private byte[] _heap;
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private long _entitiesSerialized;
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private long _bytesSerialized;
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public SerializationThreadWorker(int index, SerializationChunkSource chunkSource, int heapSizeHint = 0)
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{
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_index = index;
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_chunkSource = chunkSource;
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_heapSizeHint = heapSizeHint;
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_startEvent = new AutoResetEvent(false);
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_stopEvent = new AutoResetEvent(false);
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_thread = new Thread(Execute);
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_thread.Start(this);
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}
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// Stats from the most recent save, for diagnosing load balance.
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public long EntitiesSerialized => _entitiesSerialized;
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public long BytesSerialized => _bytesSerialized;
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public void Wake()
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{
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_startEvent.Set();
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}
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public void Sleep()
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{
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Volatile.Write(ref _pause, true);
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_stopEvent.WaitOne();
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}
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public void Exit()
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{
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if (_exited)
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{
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return;
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}
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_exited = true;
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_exit = true;
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Wake();
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Sleep();
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}
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// Sized from the previous world load so the first save doesn't pay copy-on-grow during the freeze.
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public void AllocateHeap() =>
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_heap ??= GC.AllocateUninitializedArray<byte>(Math.Max(MinHeapSize, _heapSizeHint));
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ReadOnlySpan<byte> GetHeap(int start, int length) => _heap.AsSpan(start, length);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void Serialize(IGenericSerializable e, BufferWriter writer, byte threadIndex)
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{
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e.SerializedThread = threadIndex;
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var start = e.SerializedPosition = (int)writer.Position;
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e.Serialize(writer);
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e.SerializedLength = (int)(writer.Position - start);
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}
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private static void Execute(object obj)
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{
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var worker = (SerializationThreadWorker)obj;
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var threadIndex = (byte)worker._index;
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var chunkSource = worker._chunkSource;
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var serializedTypes = World.SerializedTypes;
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while (worker._startEvent.WaitOne())
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{
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var writer = new BufferWriter(worker._heap, true, serializedTypes);
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var entities = 0L;
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var spinner = new SpinWait();
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while (true)
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{
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var pauseRequested = Volatile.Read(ref worker._pause);
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if (chunkSource.TryTake(out var chunk))
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{
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spinner.Reset();
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if (chunk.Single != null)
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{
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Serialize(chunk.Single, writer, threadIndex);
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entities++;
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}
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else
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{
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var buffer = chunk.Buffer;
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var count = chunk.Count;
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for (var i = 0; i < count; i++)
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{
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Serialize(buffer[i], writer, threadIndex);
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}
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entities += count;
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chunkSource.Return(buffer, count);
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}
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}
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else if (pauseRequested) // Break when finished
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{
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break;
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}
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else
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{
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// Idle backoff instead of hammering the queue head while the producer works.
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// sleep1Threshold: -1 keeps escalation at Yield/Sleep(0) and never Sleep(1),
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// avoiding timer-resolution stalls at the end of the drain.
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spinner.SpinOnce(-1);
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}
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}
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worker._heap = writer.Buffer;
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worker._entitiesSerialized = entities;
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worker._bytesSerialized = writer.Position;
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writer.Close();
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worker._stopEvent.Set(); // Allow the main thread to continue now that we are finished
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worker._pause = false;
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if (Core.Closing || worker._exit)
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{
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return;
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}
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}
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}
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}
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