ModernUO/Projects/Server/Serialization/SerializationChunkSource.cs
Kamron Batman 9780fc6634
perf(saves): keep the fallback push loop branch-free
Measured (10M entities through the real chunk source, both monomorphic and
16-subclass polymorphic populations): a bare `foreach { PushToCache(entity); }`
runs at 2.3ns/entity while the same loop carrying the heavy-entity check
(interface SerializedLength read + branch) runs at 5.3-5.7ns - 2.3x slower.
Type diversity barely matters; the cost is the fatter loop body, confirming
that per-entity logic in the push loop defeats the JIT's tight-loop codegen.

Entities over 1MB are rare in practice - realistically only whole
GenericPersistence self-payloads, which are already published as dedicated
single chunks - so the fallback loop drops the check and rare thick entities
ride inside shared chunks (bounded tail, same behavior as the slot-range fast
path). The now-unused HeavyEntityThreshold constant is removed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 22:38:47 -07:00

153 lines
6.2 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: SerializationChunkSource.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.Concurrent;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Server;
/// <summary>
/// A range of backing-store slots that a serialization worker can serialize directly,
/// letting workers iterate a persistence's storage in parallel instead of the main thread
/// enumerating and handing off every entity. Implemented by
/// <see cref="GenericEntityPersistence{T}"/> over its dictionary's entries array.
/// </summary>
public interface ISlotRangeSource
{
/// <summary>
/// Serializes every occupied slot in [offset, offset + count) into the writer,
/// stamping each entity's thread/position/length. Returns the number serialized.
/// </summary>
int SerializeRange(BufferWriter writer, byte threadIndex, int offset, int count);
}
/// <summary>
/// Single-producer/multi-consumer handoff between the game loop and the serialization
/// thread workers during a world save. The producer batches entities into pooled chunks
/// so the per-entity cost is a plain array store instead of a synchronized enqueue, and
/// workers pull whole chunks so they naturally load-balance: a worker busy with a thick
/// entity simply takes fewer chunks.
/// Persistence self-payloads are published as dedicated single-entity chunks so large
/// systems spread across workers instead of riding inside one chunk.
/// Persistences that support direct parallel iteration publish slot ranges instead of
/// filled chunks, removing the per-entity handoff from the freeze entirely.
/// </summary>
public sealed class SerializationChunkSource
{
// 4096 refs (32KB per chunk) keeps producer sync cost at one enqueue per 4096 entities
// while the drain tail stays sub-millisecond.
private const int ChunkCapacity = 4096;
internal readonly struct Chunk
{
public readonly IGenericSerializable Single;
public readonly IGenericSerializable[] Buffer;
public readonly ISlotRangeSource Source;
public readonly int Offset;
public readonly int Count;
public Chunk(IGenericSerializable single)
{
Single = single;
Count = 1;
}
public Chunk(IGenericSerializable[] buffer, int count)
{
Buffer = buffer;
Count = count;
}
public Chunk(ISlotRangeSource source, int offset, int count)
{
Source = source;
Offset = offset;
Count = count;
}
}
private readonly ConcurrentQueue<Chunk> _chunks = new();
private readonly ConcurrentQueue<IGenericSerializable[]> _pool = new();
// Producer state - written only by the game loop thread.
private IGenericSerializable[] _current;
private int _count;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Push(IGenericSerializable entity)
{
var current = _current ??= Rent();
// Ref store skips the bounds and array-covariance checks. Safe by construction:
// _count is producer-thread-only and always < ChunkCapacity here (reset on publish),
// and the array's element type is exactly IGenericSerializable.
Unsafe.Add(ref MemoryMarshal.GetArrayDataReference(current), _count) = entity;
if (++_count == ChunkCapacity)
{
_chunks.Enqueue(new Chunk(current, ChunkCapacity));
_current = null;
_count = 0;
}
}
/// <summary>
/// Publishes the entity as a dedicated chunk regardless of its estimated size.
/// Used for persistence self-payloads, which can be large on the first save
/// before a <see cref="IGenericSerializable.SerializedLength"/> estimate exists.
/// </summary>
public void PushSingle(IGenericSerializable entity) => _chunks.Enqueue(new Chunk(entity));
/// <summary>
/// Publishes slot ranges covering [0, slotCount) of a directly-iterable persistence.
/// Workers claim ranges like any other chunk, so the per-entity handoff cost disappears
/// and load balancing is unchanged.
/// </summary>
public void PushSlotRanges(ISlotRangeSource source, int slotCount)
{
for (var offset = 0; offset < slotCount; offset += ChunkCapacity)
{
_chunks.Enqueue(new Chunk(source, offset, Math.Min(ChunkCapacity, slotCount - offset)));
}
}
/// <summary>
/// Publishes the partial chunk, if any. Must be called on the producer thread before
/// the workers are told to finish draining, or the tail of the stream is not serialized.
/// </summary>
public void Flush()
{
if (_count > 0)
{
_chunks.Enqueue(new Chunk(_current, _count));
_current = null;
_count = 0;
}
}
internal bool TryTake(out Chunk chunk) => _chunks.TryDequeue(out chunk);
internal void Return(IGenericSerializable[] buffer, int count)
{
// Clear so pooled chunks don't keep entities reachable between saves.
Array.Clear(buffer, 0, count);
_pool.Enqueue(buffer);
}
private IGenericSerializable[] Rent() =>
_pool.TryDequeue(out var buffer) ? buffer : new IGenericSerializable[ChunkCapacity];
}