## 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
113 lines
2.4 KiB
C#
113 lines
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Items;
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namespace Server.Multis;
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[SerializationGenerator(0, false)]
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public partial class PreviewHouse : BaseMulti
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{
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[SerializableField(0)]
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private List<Item> _previewComponents;
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private Timer _timer;
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public PreviewHouse(int multiID) : base(multiID)
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{
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var mcl = Components;
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for (var i = 1; i < mcl.List.Length; ++i)
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{
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var entry = mcl.List[i];
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if (entry.Flags == 0)
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{
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Item item = new Static(entry.ItemId);
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item.MoveToWorld(new Point3D(X + entry.OffsetX, Y + entry.OffsetY, Z + entry.OffsetZ), Map);
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_previewComponents ??= [];
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_previewComponents.Add(item);
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}
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}
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_timer = new DecayTimer(this);
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_timer.Start();
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}
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public override bool SkipSerialization => true;
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public override void OnLocationChange(Point3D oldLocation)
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{
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base.OnLocationChange(oldLocation);
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if (_previewComponents == null)
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{
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return;
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}
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var xOffset = X - oldLocation.X;
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var yOffset = Y - oldLocation.Y;
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var zOffset = Z - oldLocation.Z;
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for (var i = 0; i < _previewComponents.Count; ++i)
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{
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var item = _previewComponents[i];
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item.MoveToWorld(new Point3D(item.X + xOffset, item.Y + yOffset, item.Z + zOffset), Map);
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}
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}
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public override void OnMapChange()
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{
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base.OnMapChange();
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if (_previewComponents == null)
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{
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return;
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}
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for (var i = 0; i < _previewComponents.Count; ++i)
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{
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_previewComponents[i].Map = Map;
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}
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}
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public override void OnDelete()
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{
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base.OnDelete();
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if (_previewComponents == null)
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{
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return;
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}
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for (var i = 0; i < _previewComponents.Count; ++i)
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{
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_previewComponents[i]?.Delete();
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}
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}
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public override void OnAfterDelete()
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{
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_timer?.Stop();
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_timer = null;
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base.OnAfterDelete();
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}
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private class DecayTimer : Timer
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{
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private readonly Item _item;
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public DecayTimer(Item item) : base(TimeSpan.FromSeconds(20.0))
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{
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_item = item;
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}
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protected override void OnTick()
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{
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_item.Delete();
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}
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}
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}
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