ModernUO/Projects/Server/Persistence/DynamicSaveStrategy.cs
2020-09-12 15:31:21 -07:00

287 lines
9 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading.Tasks;
using Server.Guilds;
namespace Server
{
public sealed class DynamicSaveStrategy : SaveStrategy
{
private readonly ConcurrentBag<Item> _decayBag;
private SequentialFileWriterStream _guildData, _guildIndex;
private readonly BlockingCollection<QueuedMemoryWriter> _guildThreadWriters;
private SequentialFileWriterStream _itemData, _itemIndex;
private readonly BlockingCollection<QueuedMemoryWriter> _itemThreadWriters;
private SequentialFileWriterStream _mobileData, _mobileIndex;
private readonly BlockingCollection<QueuedMemoryWriter> _mobileThreadWriters;
public DynamicSaveStrategy()
{
_decayBag = new ConcurrentBag<Item>();
_itemThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
_mobileThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
_guildThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
}
public override string Name => "Dynamic";
public override void Save(bool permitBackgroundWrite)
{
OpenFiles();
var saveTasks = new Task[3];
saveTasks[0] = SaveItems();
saveTasks[1] = SaveMobiles();
saveTasks[2] = SaveGuilds();
SaveTypeDatabases();
if (permitBackgroundWrite)
{
#pragma warning restore CA2008 // Do not create tasks without passing a TaskScheduler *
// This option makes it finish the writing to disk in the background, continuing even after Save() returns.
Task.Factory.ContinueWhenAll(
saveTasks,
_ =>
{
CloseFiles();
World.NotifyDiskWriteComplete();
}
);
#pragma warning restore CA2008 // Do not create tasks without passing a TaskScheduler *
}
else
{
Task.WaitAll(saveTasks); // Waits for the completion of all of the tasks(committing to disk)
CloseFiles();
}
}
private Task StartCommitTask(
BlockingCollection<QueuedMemoryWriter> threadWriter, SequentialFileWriterStream data,
SequentialFileWriterStream index
)
{
#pragma warning disable CA2008 // Do not create tasks without passing a TaskScheduler *
var commitTask = Task.Factory.StartNew(
() =>
{
while (!threadWriter.IsCompleted)
{
QueuedMemoryWriter writer;
try
{
writer = threadWriter.Take();
}
catch (InvalidOperationException)
{
// Per MSDN, it's fine if we're here, successful completion of adding can rarely put us into this state.
break;
}
writer.CommitTo(data, index);
}
}
);
#pragma warning restore CA2008 // Do not create tasks without passing a TaskScheduler *
return commitTask;
}
private Task SaveItems()
{
// Start the blocking consumer; this runs in background.
var commitTask = StartCommitTask(_itemThreadWriters, _itemData, _itemIndex);
IEnumerable<Item> items = World.Items.Values;
// Start the producer.
Parallel.ForEach(
items,
() => new QueuedMemoryWriter(),
(item, state, writer) =>
{
var startPosition = writer.Position;
item.Serialize(writer);
var size = (int)(writer.Position - startPosition);
writer.QueueForIndex(item, size);
if (item.Decays && item.Parent == null && item.Map != Map.Internal &&
DateTime.UtcNow > item.LastMoved + item.DecayTime)
{
_decayBag.Add(item);
}
return writer;
},
writer =>
{
writer.Flush();
_itemThreadWriters.Add(writer);
}
);
_itemThreadWriters.CompleteAdding(); // We only get here after the Parallel.ForEach completes. Lets our task
return commitTask;
}
private Task SaveMobiles()
{
// Start the blocking consumer; this runs in background.
var commitTask = StartCommitTask(_mobileThreadWriters, _mobileData, _mobileIndex);
IEnumerable<Mobile> mobiles = World.Mobiles.Values;
// Start the producer.
Parallel.ForEach(
mobiles,
() => new QueuedMemoryWriter(),
(mobile, state, writer) =>
{
var startPosition = writer.Position;
mobile.Serialize(writer);
var size = (int)(writer.Position - startPosition);
writer.QueueForIndex(mobile, size);
return writer;
},
writer =>
{
writer.Flush();
_mobileThreadWriters.Add(writer);
}
);
_mobileThreadWriters
.CompleteAdding(); // We only get here after the Parallel.ForEach completes. Lets our task tell the consumer that we're done
return commitTask;
}
private Task SaveGuilds()
{
// Start the blocking consumer; this runs in background.
var commitTask = StartCommitTask(_guildThreadWriters, _guildData, _guildIndex);
IEnumerable<BaseGuild> guilds = BaseGuild.List.Values;
// Start the producer.
Parallel.ForEach(
guilds,
() => new QueuedMemoryWriter(),
(guild, state, writer) =>
{
var startPosition = writer.Position;
guild.Serialize(writer);
var size = (int)(writer.Position - startPosition);
writer.QueueForIndex(guild, size);
return writer;
},
writer =>
{
writer.Flush();
_guildThreadWriters.Add(writer);
}
);
_guildThreadWriters.CompleteAdding(); // We only get here after the Parallel.ForEach completes. Lets our task
return commitTask;
}
public override void ProcessDecay()
{
while (_decayBag.TryTake(out var item))
{
if (item.OnDecay())
{
item.Delete();
}
}
}
private void OpenFiles()
{
_itemData = new SequentialFileWriterStream(World.ItemDataPath);
_itemIndex = new SequentialFileWriterStream(World.ItemIndexPath);
_mobileData = new SequentialFileWriterStream(World.MobileDataPath);
_mobileIndex = new SequentialFileWriterStream(World.MobileIndexPath);
_guildData = new SequentialFileWriterStream(World.GuildDataPath);
_guildIndex = new SequentialFileWriterStream(World.GuildIndexPath);
WriteCount(_itemIndex, World.Items.Count);
WriteCount(_mobileIndex, World.Mobiles.Count);
WriteCount(_guildIndex, BaseGuild.List.Count);
}
private void CloseFiles()
{
_itemData.Close();
_itemIndex.Close();
_mobileData.Close();
_mobileIndex.Close();
_guildData.Close();
_guildIndex.Close();
}
private void WriteCount(SequentialFileWriterStream indexFile, int count)
{
// Equiv to GenericWriter.Write( (int)count );
var buffer = new byte[4];
buffer[0] = (byte)count;
buffer[1] = (byte)(count >> 8);
buffer[2] = (byte)(count >> 16);
buffer[3] = (byte)(count >> 24);
indexFile.Write(buffer, 0, buffer.Length);
}
private void SaveTypeDatabases()
{
SaveTypeDatabase(World.ItemTypesPath, World.m_ItemTypes);
SaveTypeDatabase(World.MobileTypesPath, World.m_MobileTypes);
}
private void SaveTypeDatabase(string path, List<Type> types)
{
var bfw = new BinaryFileWriter(path, false);
bfw.Write(types.Count);
foreach (var type in types)
{
bfw.Write(type.FullName);
}
bfw.Flush();
bfw.Close();
}
}
}