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