ModernUO/Projects/Server/Serialization/SerializationThreadWorker.cs
Kamron Batman 3b75b96008
perf(saves): drop the 9-byte per-entity placement state; write snapshots from worker segment logs
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>
2026-07-16 22:38:47 -07:00

283 lines
10 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: SerializationThreadWorker.cs *
* *
* 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 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Threading;
namespace Server;
/// <summary>
/// One contiguous run of records a worker serialized into its heap from a single chunk.
/// Together with the worker's lengths log this replaces per-entity placement state:
/// positions are implicit (a worker's writes are contiguous), and identity comes from
/// re-walking the same slots for range segments, or from the entities log for buffer
/// segments. The snapshot writer routes segments to files by <see cref="Owner"/>.
/// </summary>
internal readonly struct SerializedSegment
{
public readonly object Owner; // ISlotRangeSource for range segments, Persistence for buffer segments
public readonly int SlotOffset; // -1 when the segment came from a buffer chunk
public readonly int SlotCount;
public readonly long HeapStart;
public readonly int LengthsStart;
public readonly int RecordCount;
public readonly int EntitiesStart; // buffer segments only
public SerializedSegment(
object owner, int slotOffset, int slotCount, long heapStart, int lengthsStart, int recordCount,
int entitiesStart
)
{
Owner = owner;
SlotOffset = slotOffset;
SlotCount = slotCount;
HeapStart = heapStart;
LengthsStart = lengthsStart;
RecordCount = recordCount;
EntitiesStart = entitiesStart;
}
}
public class SerializationThreadWorker
{
private const int MinHeapSize = 1024 * 1024; // 1MB
private readonly int _index;
private readonly Thread _thread;
private readonly AutoResetEvent _startEvent; // Main thread tells the thread to start working
private readonly AutoResetEvent _stopEvent; // Main thread waits for the worker finish draining
private readonly SerializationChunkSource _chunkSource;
private readonly int _heapSizeHint;
private bool _pause;
private bool _exit;
private bool _exited;
private byte[] _heap;
private long _entitiesSerialized;
private long _bytesSerialized;
// What this worker serialized where, logged during the drain and consumed by
// WriteSnapshot on the background writer thread. Cleared once the snapshot is on disk.
private readonly List<SerializedSegment> _segments = [];
private readonly List<int> _lengths = [];
private readonly List<IGenericSerializable> _bufferEntities = [];
internal List<SerializedSegment> Segments => _segments;
internal List<int> Lengths => _lengths;
internal List<IGenericSerializable> BufferEntities => _bufferEntities;
/// <summary>
/// Releases the write logs after the snapshot is written so serialized entity
/// references don't linger between saves. Capacity is retained: the logs regrow to
/// the same size every save.
/// </summary>
internal void ReleaseWriteLogs()
{
_segments.Clear();
_lengths.Clear();
_bufferEntities.Clear();
}
public SerializationThreadWorker(int index, SerializationChunkSource chunkSource, int heapSizeHint = 0)
: this(index, chunkSource, heapSizeHint, inline: false)
{
}
private SerializationThreadWorker(int index, SerializationChunkSource chunkSource, int heapSizeHint, bool inline)
{
_index = index;
_chunkSource = chunkSource;
_heapSizeHint = heapSizeHint;
if (!inline)
{
_startEvent = new AutoResetEvent(false);
_stopEvent = new AutoResetEvent(false);
_thread = new Thread(Execute);
_thread.Start(this);
}
}
/// <summary>
/// Creates a worker with no thread of its own. The owner drains chunks inline via
/// <see cref="DrainInline"/> — used by the main thread to join the drain instead of
/// idling while the thread workers finish.
/// </summary>
public static SerializationThreadWorker CreateInline(int index, SerializationChunkSource chunkSource, int heapSizeHint = 0) =>
new(index, chunkSource, heapSizeHint, inline: true);
// Stats from the most recent save, for diagnosing load balance.
public long EntitiesSerialized => _entitiesSerialized;
public long BytesSerialized => _bytesSerialized;
public void Wake()
{
_startEvent.Set();
}
public void Sleep()
{
Volatile.Write(ref _pause, true);
_stopEvent.WaitOne();
}
public void Exit()
{
if (_exited)
{
return;
}
_exited = true;
_exit = true;
Wake();
Sleep();
}
// Sized from the previous world load so the first save doesn't pay copy-on-grow during the freeze.
public void AllocateHeap() =>
_heap ??= GC.AllocateUninitializedArray<byte>(Math.Max(MinHeapSize, _heapSizeHint));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ReadOnlySpan<byte> GetHeap(int start, int length) => _heap.AsSpan(start, length);
private long ProcessChunk(in SerializationChunkSource.Chunk chunk, BufferWriter writer)
{
if (chunk.Single != null)
{
// Self-payloads are written to their own file, so they record placement on the
// persistence itself instead of the segment logs.
var start = writer.Position;
chunk.Single.Serialize(writer);
chunk.Single.SetSelfPlacement((byte)_index, (int)start, (int)(writer.Position - start));
return 1;
}
if (chunk.Source != null)
{
var heapStart = writer.Position;
var lengthsStart = _lengths.Count;
var serialized = chunk.Source.SerializeRange(writer, _lengths, chunk.Offset, chunk.Count);
if (serialized > 0)
{
_segments.Add(
new SerializedSegment(chunk.Source, chunk.Offset, chunk.Count, heapStart, lengthsStart, serialized, -1)
);
}
return serialized;
}
var buffer = chunk.Buffer;
var count = chunk.Count;
var bufferHeapStart = writer.Position;
var bufferLengthsStart = _lengths.Count;
var entitiesStart = _bufferEntities.Count;
for (var i = 0; i < count; i++)
{
var e = buffer[i];
var start = writer.Position;
e.Serialize(writer);
_lengths.Add((int)(writer.Position - start));
_bufferEntities.Add(e);
}
_segments.Add(
new SerializedSegment(chunk.Owner, -1, 0, bufferHeapStart, bufferLengthsStart, count, entitiesStart)
);
_chunkSource.Return(buffer, count);
return count;
}
/// <summary>
/// Drains chunks on the calling thread until the queue is empty, then returns.
/// Only valid on inline workers; the main thread calls this after publishing all work
/// so it contributes drain throughput instead of idling.
/// </summary>
public void DrainInline()
{
ReleaseWriteLogs();
var writer = new BufferWriter(_heap, true, World.SerializedTypes);
var entities = 0L;
while (_chunkSource.TryTake(out var chunk))
{
entities += ProcessChunk(in chunk, writer);
}
_heap = writer.Buffer;
_entitiesSerialized = entities;
_bytesSerialized = writer.Position;
writer.Close();
}
private static void Execute(object obj)
{
var worker = (SerializationThreadWorker)obj;
var chunkSource = worker._chunkSource;
var serializedTypes = World.SerializedTypes;
while (worker._startEvent.WaitOne())
{
worker.ReleaseWriteLogs();
var writer = new BufferWriter(worker._heap, true, serializedTypes);
var entities = 0L;
var spinner = new SpinWait();
while (true)
{
var pauseRequested = Volatile.Read(ref worker._pause);
if (chunkSource.TryTake(out var chunk))
{
spinner.Reset();
entities += worker.ProcessChunk(in chunk, writer);
}
else if (pauseRequested) // Break when finished
{
break;
}
else
{
// Idle backoff instead of hammering the queue head while the producer works.
// sleep1Threshold: -1 keeps escalation at Yield/Sleep(0) and never Sleep(1),
// avoiding timer-resolution stalls at the end of the drain.
spinner.SpinOnce(-1);
}
}
worker._heap = writer.Buffer;
worker._entitiesSerialized = entities;
worker._bytesSerialized = writer.Position;
writer.Close();
worker._stopEvent.Set(); // Allow the main thread to continue now that we are finished
worker._pause = false;
if (Core.Closing || worker._exit)
{
return;
}
}
}
}