ModernUO/Projects/UOContent/Mobiles/Monsters/AOS
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
..
AbysmalHorror.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
BoneDemon.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
CrystalElemental.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
DarknightCreeper.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
DemonKnight.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
Devourer.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
FleshGolem.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
FleshRenderer.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
Gibberling.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
GoreFiend.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
Impaler.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
MoundOfMaggots.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
PatchworkSkeleton.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
Ravager.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
Revenant.cs feat: Adds new decay system and SkipSerialization (#2311) 2026-01-08 11:43:51 -08:00
ShadowKnight.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
SkitteringHopper.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
Treefellow.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
VampireBat.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
WailingBanshee.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
WandererOfTheVoid.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00