ModernUO/Projects/Server/Serialization/GenericPersistence.cs
Kamron Batman 230c39851f
perf(saves): chunked worker handoff, LPT blob scheduling, heap pre-sizing
Replaces the per-entity round-robin ConcurrentQueue handoff between the game
loop and the serialization workers with pooled 4096-entity chunks published to
a single shared queue. The producer's per-entity cost drops from a synchronized
enqueue to a plain array store, and workers pulling whole chunks load-balance
dynamically: a worker busy with a thick entity simply takes fewer chunks.

Scheduling changes so indivisible multi-megabyte payloads no longer extend the
freeze tail:
- Persistence.SerializeAll pushes systems largest-first (LPT), using the
  previous save's SerializedLength (or the loaded file size on first save).
- Persistence self-payloads and entities whose previous size exceeds 1MB are
  published as dedicated single-entity chunks so they spread across workers
  instead of riding inside one shared chunk.
- Entity SerializedLength is stamped from the index at load so estimates exist
  on the first save after boot.

Worker heaps are pre-sized from the loaded save's .bin sizes (25% headroom) so
the first save doesn't pay copy-on-grow inside the freeze, and the drain loop
uses SpinWait backoff (never Sleep(1)) instead of hammering the queue head
while the producer works. Snapshot writing uses a 1MB FileStream buffer, and
per-worker entity/byte counts are logged at Debug for balance diagnostics.

Measured on a 24-core machine with a synthetic 10M-entity, 1.7GB world
(64/64/32MB system payloads, 24x 2MB thick entities) through the real
pipeline classes: freeze window 740ms -> 122-160ms steady state (~5-6x),
first save 490ms -> 330ms, steady-state allocations converge to zero, and
worker byte loads converge (previous max/min spread ~2x -> ~1.15x for the
small-entity stream).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 22:38:46 -07:00

126 lines
4.5 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: GenericPersistence.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.IO;
using System.IO.MemoryMappedFiles;
namespace Server;
public abstract class GenericPersistence : Persistence, IGenericSerializable
{
public string Name { get; }
public string SaveFilePath { get; protected set; } // "<Folder>/<System>.bin"
public byte SerializedThread { get; set; }
public int SerializedPosition { get; set; }
public int SerializedLength { get; set; }
private long _loadedFileLength;
// Scheduling estimate only: previous save's payload size, or the loaded file size before the first save.
internal long EstimatedSize => SerializedLength > 0 ? SerializedLength : _loadedFileLength;
public GenericPersistence(string name, int priority) : base(priority)
{
Name = name;
SaveFilePath = Path.Combine(Name, $"{Name}.bin");
}
public override void Serialize()
{
// Always a dedicated chunk: self-payloads can be arbitrarily large and must not
// ride inside a shared chunk where one worker would serialize them plus the chunk.
World.PushSingleToCache(this);
}
public override void WriteSnapshot(string savePath, HashSet<Type> typeSet)
{
if (SerializedLength == 0)
{
return;
}
var file = Path.Combine(savePath, SaveFilePath);
var dir = Path.GetDirectoryName(file);
PathUtility.EnsureDirectory(dir);
var threads = World._threadWorkers;
using var binFs = new FileStream(file, FileMode.Create, FileAccess.Write, FileShare.None);
var thread = SerializedThread;
var heapStart = SerializedPosition;
var heapLength = SerializedLength;
binFs.Write(threads[thread].GetHeap(heapStart, heapLength));
}
public override unsafe void Deserialize(string savePath, Dictionary<ulong, string> typesDb)
{
// Assume savePath has the Core.BaseDirectory already prepended
var dataPath = Path.GetFullPath(SaveFilePath, savePath);
var file = new FileInfo(dataPath);
if (!file.Exists || file.Length <= 0)
{
return;
}
var fileLength = file.Length;
_loadedFileLength = fileLength;
string error;
try
{
using var mmf = MemoryMappedFile.CreateFromFile(dataPath, FileMode.Open);
using var accessor = mmf.CreateViewStream();
byte* ptr = null;
accessor.SafeMemoryMappedViewHandle.AcquirePointer(ref ptr);
var dataReader = new UnmanagedDataReader(ptr, accessor.Length, typesDb);
Deserialize(dataReader);
error = dataReader.Position != fileLength
? $"Serialized {fileLength} bytes, but {dataReader.Position} bytes deserialized"
: null;
accessor.SafeMemoryMappedViewHandle.ReleasePointer();
}
catch (Exception e)
{
error = e.ToString();
}
if (error != null)
{
Console.WriteLine($"***** Bad deserialize of {file.FullName} *****");
Console.WriteLine(error);
Console.Write("Skip this file and continue? (y/n): ");
var y = ConsoleInputHandler.ReadLine();
if (!y.InsensitiveEquals("y"))
{
throw new Exception("Deserialization failed.");
}
}
}
public abstract void Serialize(IGenericWriter writer);
public abstract void Deserialize(IGenericReader reader);
}