ModernUO/Projects/UOContent/Spells/Spellweaving/Mobiles/NatureFury.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

70 lines
1.7 KiB
C#

using System;
using ModernUO.Serialization;
namespace Server.Mobiles;
[SerializationGenerator(0, false)]
public partial class NatureFury : BaseCreature
{
[Constructible]
public NatureFury() : base(AIType.AI_Melee)
{
Body = 0x33;
Hue = 0x4001;
SetStr(150);
SetDex(150);
SetInt(100);
SetHits(80);
SetStam(250);
SetMana(0);
SetDamage(6, 8);
SetDamageType(ResistanceType.Poison, 100);
SetDamageType(ResistanceType.Physical, 0);
SetResistance(ResistanceType.Physical, 90);
SetSkill(SkillName.Wrestling, 90.0);
SetSkill(SkillName.MagicResist, 70.0);
SetSkill(SkillName.Tactics, 100.0);
Fame = 0;
Karma = 0;
ControlSlots = 1;
}
public override bool SkipSerialization => true;
public override bool DeleteCorpseOnDeath => Core.AOS;
public override bool IsHouseSummonable => true;
public override double DispelDifficulty => 125.0;
public override double DispelFocus => 90.0;
public override bool BleedImmune => true;
public override Poison PoisonImmune => Poison.Lethal;
public override bool AlwaysMurderer => true;
public override string DefaultName => "a nature's fury";
public override void MoveToWorld(Point3D loc, Map map)
{
base.MoveToWorld(loc, map);
Timer.StartTimer(DoEffects);
}
public void DoEffects()
{
FixedParticles(0x91C, 10, 180, 0x2543, 0, 0, EffectLayer.Waist);
PlaySound(0xE);
PlaySound(0x1BC);
if (Alive && !Deleted)
{
Timer.StartTimer(TimeSpan.FromSeconds(7.0), DoEffects);
}
}
}