## 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
27 lines
539 B
C#
27 lines
539 B
C#
using ModernUO.Serialization;
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using Server.Mobiles;
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namespace Server.Engines.Quests.Hag;
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[SerializationGenerator(0, false)]
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public partial class Zeefzorpul : BaseQuester
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{
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public Zeefzorpul()
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{
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}
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public override string DefaultName => "Zeefzorpul";
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public override bool SkipSerialization => true;
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public override void InitBody()
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{
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Body = 0x4A;
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}
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public override bool CanTalkTo(PlayerMobile to) => false;
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public override void OnTalk(PlayerMobile player, bool contextMenu)
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{
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}
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}
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