Every ISerializable carried SerializedThread/SerializedPosition/SerializedLength so WriteSnapshot could gather each entity's bytes from the worker heaps in dictionary order. The idx records absolute positions, so bin order is free - the snapshot can be written in worker-heap order instead, and the join inverts: - Chunks are persistence-homogeneous: SerializeAll declares the owner at each boundary, publishing the partial chunk on change. - Workers log segments (owner, slot range, heap start) plus one length per record as they serialize. Positions are implicit because a worker's writes are contiguous; identity comes from re-walking the same snapshot slots in the same order (guaranteed stable - mutations divert to the pending queues until PostWorldSave), or from an entities log on the fallback path. - WriteSnapshot routes segments by owner, emits idx entries during the re-walk, and writes each segment's heap bytes as a single span instead of one copy per entity, which also speeds up the background write phase. - Persistence self-payloads keep placement as three private fields on the ~dozens of persistence instances; PushSingle is now typed accordingly. Net effect: 9 bytes (plus padding) of resident state removed from every item, mobile, guild, and account on every shard; three interface-property stores per entity leave the drain hot path (stamping dirtied one cache line per entity mid-freeze - the lengths log is a single sequential stream); and the vestigial loader-side length stamp is gone. The transient cost is ~4 bytes per entity in pooled per-worker logs that are released after each write. The save format is unchanged (idx v3, same loader); only the write-side mechanics moved. Adds an end-to-end round-trip test that drives real workers through the chunk source, snapshots from the segment logs, and reloads. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
283 lines
10 KiB
C#
283 lines
10 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.Collections.Generic;
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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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/// <summary>
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/// One contiguous run of records a worker serialized into its heap from a single chunk.
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/// Together with the worker's lengths log this replaces per-entity placement state:
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/// positions are implicit (a worker's writes are contiguous), and identity comes from
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/// re-walking the same slots for range segments, or from the entities log for buffer
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/// segments. The snapshot writer routes segments to files by <see cref="Owner"/>.
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/// </summary>
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internal readonly struct SerializedSegment
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{
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public readonly object Owner; // ISlotRangeSource for range segments, Persistence for buffer segments
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public readonly int SlotOffset; // -1 when the segment came from a buffer chunk
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public readonly int SlotCount;
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public readonly long HeapStart;
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public readonly int LengthsStart;
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public readonly int RecordCount;
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public readonly int EntitiesStart; // buffer segments only
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public SerializedSegment(
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object owner, int slotOffset, int slotCount, long heapStart, int lengthsStart, int recordCount,
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int entitiesStart
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)
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{
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Owner = owner;
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SlotOffset = slotOffset;
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SlotCount = slotCount;
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HeapStart = heapStart;
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LengthsStart = lengthsStart;
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RecordCount = recordCount;
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EntitiesStart = entitiesStart;
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}
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}
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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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// What this worker serialized where, logged during the drain and consumed by
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// WriteSnapshot on the background writer thread. Cleared once the snapshot is on disk.
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private readonly List<SerializedSegment> _segments = [];
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private readonly List<int> _lengths = [];
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private readonly List<IGenericSerializable> _bufferEntities = [];
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internal List<SerializedSegment> Segments => _segments;
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internal List<int> Lengths => _lengths;
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internal List<IGenericSerializable> BufferEntities => _bufferEntities;
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/// <summary>
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/// Releases the write logs after the snapshot is written so serialized entity
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/// references don't linger between saves. Capacity is retained: the logs regrow to
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/// the same size every save.
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/// </summary>
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internal void ReleaseWriteLogs()
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{
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_segments.Clear();
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_lengths.Clear();
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_bufferEntities.Clear();
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}
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public SerializationThreadWorker(int index, SerializationChunkSource chunkSource, int heapSizeHint = 0)
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: this(index, chunkSource, heapSizeHint, inline: false)
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{
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}
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private SerializationThreadWorker(int index, SerializationChunkSource chunkSource, int heapSizeHint, bool inline)
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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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if (!inline)
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{
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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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}
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/// <summary>
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/// Creates a worker with no thread of its own. The owner drains chunks inline via
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/// <see cref="DrainInline"/> — used by the main thread to join the drain instead of
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/// idling while the thread workers finish.
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/// </summary>
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public static SerializationThreadWorker CreateInline(int index, SerializationChunkSource chunkSource, int heapSizeHint = 0) =>
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new(index, chunkSource, heapSizeHint, inline: true);
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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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private long ProcessChunk(in SerializationChunkSource.Chunk chunk, BufferWriter writer)
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{
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if (chunk.Single != null)
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{
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// Self-payloads are written to their own file, so they record placement on the
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// persistence itself instead of the segment logs.
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var start = writer.Position;
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chunk.Single.Serialize(writer);
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chunk.Single.SetSelfPlacement((byte)_index, (int)start, (int)(writer.Position - start));
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return 1;
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}
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if (chunk.Source != null)
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{
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var heapStart = writer.Position;
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var lengthsStart = _lengths.Count;
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var serialized = chunk.Source.SerializeRange(writer, _lengths, chunk.Offset, chunk.Count);
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if (serialized > 0)
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{
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_segments.Add(
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new SerializedSegment(chunk.Source, chunk.Offset, chunk.Count, heapStart, lengthsStart, serialized, -1)
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);
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}
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return serialized;
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}
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var buffer = chunk.Buffer;
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var count = chunk.Count;
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var bufferHeapStart = writer.Position;
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var bufferLengthsStart = _lengths.Count;
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var entitiesStart = _bufferEntities.Count;
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for (var i = 0; i < count; i++)
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{
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var e = buffer[i];
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var start = writer.Position;
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e.Serialize(writer);
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_lengths.Add((int)(writer.Position - start));
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_bufferEntities.Add(e);
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}
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_segments.Add(
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new SerializedSegment(chunk.Owner, -1, 0, bufferHeapStart, bufferLengthsStart, count, entitiesStart)
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);
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_chunkSource.Return(buffer, count);
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return count;
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}
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/// <summary>
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/// Drains chunks on the calling thread until the queue is empty, then returns.
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/// Only valid on inline workers; the main thread calls this after publishing all work
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/// so it contributes drain throughput instead of idling.
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/// </summary>
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public void DrainInline()
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{
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ReleaseWriteLogs();
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var writer = new BufferWriter(_heap, true, World.SerializedTypes);
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var entities = 0L;
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while (_chunkSource.TryTake(out var chunk))
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{
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entities += ProcessChunk(in chunk, writer);
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}
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_heap = writer.Buffer;
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_entitiesSerialized = entities;
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_bytesSerialized = writer.Position;
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writer.Close();
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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 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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worker.ReleaseWriteLogs();
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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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entities += worker.ProcessChunk(in chunk, writer);
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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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