ModernUO/Projects/UOContent.Tests/Fixtures/UOContentFixture.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

59 lines
1.4 KiB
C#

using System;
using System.Reflection;
using Server.Items;
using Server.Misc;
using Xunit;
namespace Server.Tests;
[CollectionDefinition("Sequential UOContent Tests", DisableParallelization = true)]
public class UOContentFixture : ICollectionFixture<UOContentFixture>, IDisposable
{
public UOContentFixture()
{
Core.ApplicationAssembly = Assembly.GetExecutingAssembly();
Core.LoopContext = new EventLoopContext();
Core.Expansion = Expansion.EJ;
// Load Configurations
ServerConfiguration.Load(true);
// Load UOContent.dll into the type resolver
ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
AssemblyHandler.LoadAssemblies(["Server.dll", "UOContent.dll"]);
// Load Skills
SkillsInfo.Configure();
// Configure / Initialize
TestMapDefinitions.ConfigureTestMapDefinitions();
// Configure the world
World.Configure();
Timer.Init(0);
// Configure Races
RaceDefinitions.Configure();
// Load the world
World.Load();
World.ExitSerializationThreads();
DecayScheduler.Configure();
}
private static int _counter;
public void Dispose()
{
_counter++;
if (_counter > 1)
{
throw new Exception("NO!");
}
Timer.Init(0);
}
}