ModernUO/Projects/UOContent/Spells/Seventh
Kamron Batman ee2cd1d18d
feat: Adds new decay system and SkipSerialization (#2311)
## Summary

- Replaces scan-based decay checking during world saves with an event-driven timer wheel scheduler
- Removes virtual property checks from serialization hot path, achieving 6-8x faster world saves

## Changes

### DecayScheduler (new):
- Timer wheel with 12 HashSet buckets (5-min intervals) + PriorityQueue for active processing
- O(1) register/unregister vs O(n) scan of all items
- Auto start/stop when items exist/empty
- Configurable tick interval with jitter to prevent system synchronization

### Item.cs:
- Added ScheduledDecayTime computed property
- Added UpdateDecayRegistration() called from SetLastMoved(), property setters, AddItem()/RemoveItem()
- Hooks in Visible, Movable, Spawner setters and Delete()

### World.cs:
- Removed _decayQueue, EnqueueForDecay(), ProcessDecay()
- ItemPersistence.Serialize() now tight loop without virtual calls

## Performance

| Metric        | Before     | After     | Improvement |
|---------------|------------|-----------|-------------|
| Items (230K)  | 245K ticks | 34K ticks | 8x faster   |
| Mobiles (43K) | 56K ticks  | 6K ticks  | 9x faster   |
| Total         | 302K ticks | 40K ticks | 7.5x faster |

## Configuration

decay.maxItemsPerTick = 250       # Items processed per tick
decay.tickInterval = 256ms        # Base processing interval
decay.bucketInterval = 5min       # Timer wheel bucket size
decay.jitterMaxMs = 25            # ±25ms tick jitter
2026-01-08 11:43:51 -08:00
..
ChainLightning.cs fix: Fixes targeting ground with spells (#1937) 2024-08-20 15:51:33 -07:00
EnergyField.cs chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
FlameStrike.cs fix: Magic NPCs now use spell range (#1870) 2024-08-08 07:05:27 -07:00
GateTravel.cs feat: Adds new decay system and SkipSerialization (#2311) 2026-01-08 11:43:51 -08:00
ManaVampire.cs fix: Magic NPCs now use spell range (#1870) 2024-08-08 07:05:27 -07:00
MassDispel.cs fix: Fixes targeting ground with spells (#1937) 2024-08-20 15:51:33 -07:00
MeteorSwarm.cs chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Polymorph.cs feat: Adds PlayerDeathEvent and CreatureDeathEvent using code generated events (#1927) 2024-09-05 21:23:03 -07:00