ModernUO/Projects/UOContent/Items/Skill Items/Camping/Campfire.cs
Kamron Batman ee2cd1d18d
feat: Adds new decay system and SkipSerialization (#2311)
## 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
2026-01-08 11:43:51 -08:00

190 lines
4.5 KiB
C#

using System;
using System.Collections.Generic;
using ModernUO.Serialization;
using Server.Mobiles;
namespace Server.Items;
public enum CampfireStatus
{
Burning,
Extinguishing,
Off
}
[SerializationGenerator(0, false)]
public partial class Campfire : Item
{
public const int SecureRange = 7;
private static readonly Dictionary<Mobile, CampfireEntry> _table = [];
private readonly List<CampfireEntry> _entries;
private TimerExecutionToken _timerToken;
public Campfire() : base(0xDE3)
{
Movable = false;
Light = LightType.Circle300;
_entries = [];
Timer.StartTimer(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0), OnTick, out _timerToken);
}
public override bool SkipSerialization => true;
[CommandProperty(AccessLevel.GameMaster)]
public CampfireStatus Status
{
get
{
return ItemID switch
{
0xDE3 => CampfireStatus.Burning,
0xDE9 => CampfireStatus.Extinguishing,
_ => CampfireStatus.Off
};
}
set
{
if (Status == value)
{
return;
}
switch (value)
{
case CampfireStatus.Burning:
{
ItemID = 0xDE3;
Light = LightType.Circle300;
break;
}
case CampfireStatus.Extinguishing:
{
ItemID = 0xDE9;
Light = LightType.Circle150;
break;
}
default:
{
ItemID = 0xDEA;
Light = LightType.ArchedWindowEast;
ClearEntries();
break;
}
}
}
}
public static CampfireEntry GetEntry(Mobile player) => _table.GetValueOrDefault(player);
public static void RemoveEntry(CampfireEntry entry)
{
_table.Remove(entry.Player);
entry.Fire._entries.Remove(entry);
}
private void OnTick()
{
var now = Core.Now;
var age = now - Created;
if (age >= TimeSpan.FromSeconds(100.0))
{
Delete();
}
else if (age >= TimeSpan.FromSeconds(90.0))
{
Status = CampfireStatus.Off;
}
else if (age >= TimeSpan.FromSeconds(60.0))
{
Status = CampfireStatus.Extinguishing;
}
if (Status == CampfireStatus.Off || Deleted)
{
return;
}
for (var i = _entries.Count - 1; i >= 0; i--)
{
var entry = _entries[i];
if (!entry.Valid || entry.Player.NetState == null)
{
RemoveEntry(entry);
}
else if (!entry.Safe && now - entry.Start >= TimeSpan.FromSeconds(30.0))
{
entry.Safe = true;
entry.Player.SendLocalizedMessage(500621); // The camp is now secure.
}
}
foreach (var state in GetClientsInRange(SecureRange))
{
if (state.Mobile is PlayerMobile pm && GetEntry(pm) == null)
{
var entry = new CampfireEntry(pm, this);
_table[pm] = entry;
_entries.Add(entry);
pm.SendLocalizedMessage(500620); // You feel it would take a few moments to secure your camp.
}
}
}
private void ClearEntries()
{
if (_entries == null)
{
return;
}
foreach (var entry in _entries)
{
_table.Remove(entry.Player);
}
_entries.Clear();
_entries.TrimExcess();
}
public override void OnAfterDelete()
{
_timerToken.Cancel();
ClearEntries();
}
}
public class CampfireEntry
{
private bool _safe;
public CampfireEntry(PlayerMobile player, Campfire fire)
{
Player = player;
Fire = fire;
Start = Core.Now;
_safe = false;
}
public PlayerMobile Player { get; }
public Campfire Fire { get; }
public DateTime Start { get; }
public bool Valid => !Fire.Deleted && Fire.Status != CampfireStatus.Off && Player.Map == Fire.Map &&
Player.InRange(Fire, Campfire.SecureRange);
public bool Safe
{
get => Valid && _safe;
set => _safe = value;
}
}