### Summary - [X] Fixed a bug where entity persistence was serialized out of order, causing world corruption. - [X] Fixed LastSerialized not being utilized properly and dangling references still becoming an issue. - [X] Added a new `GenericEntityPersistence<T>` type to encapsulate `ISerializable` serialization. - [X] Removing the custom logic and moved Items, Mobiles, Guilds, and Accounts to GenericEntityPersistence. - [X] Changed serialization to use the singleton pattern to reduce calling methods from stored variables.
462 lines
15 KiB
C#
462 lines
15 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2023 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: World.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Threading;
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using Server.Guilds;
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using Server.Logging;
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using Server.Network;
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namespace Server;
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public enum WorldState
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{
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Initial,
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Loading,
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Running,
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Saving,
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WritingSave
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}
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public static class World
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{
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private static ILogger logger = LogFactory.GetLogger(typeof(World));
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private static ItemPersistence _itemPersistence = new();
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private static MobilePersistence _mobilePersistence = new();
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private static GenericEntityPersistence<BaseGuild> _guildPersistence = new("Guilds", 3, 1, 0x7FFFFFFF);
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private static ManualResetEvent m_DiskWriteHandle = new(true);
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private static ConcurrentQueue<Item> _decayQueue = new();
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private static string _tempSavePath; // Path to the temporary folder for the save
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public const bool DirtyTrackingEnabled = false;
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public const uint ItemOffset = 0x40000000;
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public const uint MaxItemSerial = 0x7FFFFFFF;
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public const uint MaxMobileSerial = ItemOffset - 1;
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public static Serial NewMobile => _mobilePersistence.NewEntity;
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public static Serial NewItem => _itemPersistence.NewEntity;
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public static Serial NewGuild => _guildPersistence.NewEntity;
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public static Dictionary<Serial, Item> Items => _itemPersistence.EntitiesBySerial;
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public static Dictionary<Serial, Mobile> Mobiles => _mobilePersistence.EntitiesBySerial;
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public static Dictionary<Serial, BaseGuild> Guilds => _guildPersistence.EntitiesBySerial;
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public static string SavePath { get; private set; }
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public static WorldState WorldState { get; private set; }
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public static bool Saving => WorldState == WorldState.Saving;
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public static bool Running => WorldState is not WorldState.Loading and not WorldState.Initial;
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public static bool Loading => WorldState == WorldState.Loading;
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public static void Configure()
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{
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var tempSavePath = ServerConfiguration.GetSetting("world.tempSavePath", "temp");
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_tempSavePath = PathUtility.GetFullPath(tempSavePath);
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var savePath = ServerConfiguration.GetOrUpdateSetting("world.savePath", "Saves");
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SavePath = PathUtility.GetFullPath(savePath);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void WaitForWriteCompletion()
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{
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m_DiskWriteHandle.WaitOne();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void EnqueueForDecay(Item item)
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{
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if (WorldState != WorldState.Saving)
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{
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logger.Warning("Attempting to queue {Item} for decay but the world is not saving", item);
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return;
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}
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_decayQueue.Enqueue(item);
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}
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public static void Broadcast(int hue, bool ascii, string text)
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{
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var length = OutgoingMessagePackets.GetMaxMessageLength(text);
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Span<byte> buffer = stackalloc byte[length].InitializePacket();
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foreach (var ns in TcpServer.Instances)
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{
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if (ns.Mobile == null)
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{
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continue;
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}
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length = OutgoingMessagePackets.CreateMessage(
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buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
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);
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if (length != buffer.Length)
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{
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buffer = buffer[..length]; // Adjust to the actual size
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}
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ns.Send(buffer);
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}
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NetState.FlushAll();
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}
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public static void BroadcastStaff(int hue, bool ascii, string text)
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{
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var length = OutgoingMessagePackets.GetMaxMessageLength(text);
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Span<byte> buffer = stackalloc byte[length].InitializePacket();
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foreach (var ns in TcpServer.Instances)
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{
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if (ns.Mobile == null || ns.Mobile.AccessLevel < AccessLevel.GameMaster)
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{
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continue;
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}
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length = OutgoingMessagePackets.CreateMessage(
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buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
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);
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if (length != buffer.Length)
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{
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buffer = buffer[..length]; // Adjust to the actual size
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}
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ns.Send(buffer);
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}
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NetState.FlushAll();
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}
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public static void Load()
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{
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if (WorldState != WorldState.Initial)
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{
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return;
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}
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WorldState = WorldState.Loading;
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logger.Information("Loading world");
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var watch = Stopwatch.StartNew();
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Persistence.Load(SavePath);
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EventSink.InvokeWorldLoad();
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// Set the world to running before we process our queues
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WorldState = WorldState.Running;
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Persistence.PostDeserializeAll(); // Process safety queues
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watch.Stop();
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logger.Information("Loading world {Status} ({ItemCount} items, {MobileCount} mobiles) ({Duration:F2} seconds)",
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"done",
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Items.Count,
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Mobiles.Count,
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watch.Elapsed.TotalSeconds
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);
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}
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private static void FinishWorldSave()
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{
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WorldState = WorldState.Running;
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ProcessDecay();
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Persistence.PostSerializeAll(); // Process safety queues
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}
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public static void WriteFiles(object state)
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{
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Exception exception = null;
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var tempPath = PathUtility.EnsureRandomPath(_tempSavePath);
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try
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{
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var watch = Stopwatch.StartNew();
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logger.Information("Writing world save snapshot");
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Persistence.WriteSnapshot(tempPath, SerializedTypes);
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watch.Stop();
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logger.Information("Writing world save snapshot {Status} ({Duration:F2} seconds)", "done", watch.Elapsed.TotalSeconds);
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}
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catch (Exception ex)
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{
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exception = ex;
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}
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if (exception != null)
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{
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logger.Error(exception, "Writing world save snapshot {Status}.", "failed");
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Persistence.TraceException(exception);
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BroadcastStaff(0x35, true, "Writing world save snapshot failed.");
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}
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else
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{
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try
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{
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EventSink.InvokeWorldSavePostSnapshot(SavePath, tempPath);
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PathUtility.MoveDirectory(tempPath, SavePath);
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}
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catch (Exception ex)
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{
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Persistence.TraceException(ex);
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}
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}
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// Clear types
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SerializedTypes.Clear();
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m_DiskWriteHandle.Set();
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Core.LoopContext.Post(FinishWorldSave);
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}
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private static void ProcessDecay()
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{
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while (_decayQueue.TryDequeue(out var item))
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{
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if (item.OnDecay())
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{
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// TODO: Add Logging
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item.Delete();
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}
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}
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}
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private static DateTime _serializationStart;
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/**
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* Duplicates can be weeded out asynchronously while flushing
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* If performance becomes a problem, we need to build a dual mode concurrent array.
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*
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****************************************************** Proposal ******************************************************
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* The structure is initialized with a large capacity to avoid unnecessary resizing.
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* Write Mode:
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* - Multiple threads can add a single, or a range of elements concurrently.
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* - Elements can be Peeked, but there are no guarantees.
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* - To resize the internal array, replaced it with the next size up from an array pool.
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* - The structure cannot be cleared in this mode.
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*
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* Read Mode:
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* - The array can be read from multiple threads using a ref struct enumerator.
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* - Elements cannot be added or reassigned.
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* - Cleared by replacing the internal array with another one from the pool.
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* - Note: Upon clearing, the existing array is not sent back to the pool until there are zero enumerators.
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*
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* Enumeration:
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* - Multiple threads can enumerate while in read mode. The enumerator will Interlocked.Increment a read counter.
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* - Upon dispose of the enumerator, the read counter will be lowered with an Interlocked.Decrement
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* - When the read counter reaches 0, if there is a cleared array, the array is sent back to the pool zeroed.
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*
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* Notes:
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* - Elements can never be removed.
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*
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* How is this different from ConcurrentQueue?
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* The functionality is very similar, except the constraints allow the implementation to be done without locks.
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* Since this implementation uses pooled arrays, allocations will approach zero over time.
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**********************************************************************************************************************
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*/
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public static ConcurrentQueue<Type> SerializedTypes { get; } = new();
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public static void Save()
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{
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if (WorldState != WorldState.Running)
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{
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return;
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}
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WaitForWriteCompletion(); // Blocks Save until current disk flush is done.
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WorldState = WorldState.Saving;
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m_DiskWriteHandle.Reset();
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Broadcast(0x35, true, "The world is saving, please wait.");
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logger.Information("Saving world");
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var watch = Stopwatch.StartNew();
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Exception exception = null;
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try
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{
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_serializationStart = Core.Now;
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Persistence.SerializeAll();
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EventSink.InvokeWorldSave();
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}
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catch (Exception ex)
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{
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exception = ex;
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}
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WorldState = WorldState.WritingSave;
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watch.Stop();
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if (exception == null)
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{
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var duration = watch.Elapsed.TotalSeconds;
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logger.Information("Saving world {Status} ({Duration:F2} seconds)", "done", duration);
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// Only broadcast if it took at least 150ms
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if (duration >= 0.15)
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{
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Broadcast(0x35, true, $"World Save completed in {duration:F2} seconds.");
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}
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}
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else
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{
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logger.Error(exception, "Saving world {Status}", "failed");
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Persistence.TraceException(exception);
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BroadcastStaff(0x35, true, "World save failed.");
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}
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ThreadPool.QueueUserWorkItem(WriteFiles);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Item FindItem(Serial serial, bool returnDeleted = false) => _itemPersistence.Find(serial, returnDeleted);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Mobile FindMobile(Serial serial, bool returnDeleted = false) =>
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_mobilePersistence.Find(serial, returnDeleted);
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// Legacy: Only used for retrieving Items and Mobiles.
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public static void AddEntity(IEntity entity)
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{
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if (entity is Item item)
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{
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_itemPersistence.AddEntity(item);
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}
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else if (entity is Mobile mobile)
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{
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_mobilePersistence.AddEntity(mobile);
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}
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else
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{
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logger.Warning($"Attempted to call World.AddEntity with '{entity.GetType()}'. Must be a mobile or item.");
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}
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}
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public static void RemoveEntity(IEntity entity)
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{
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if (entity is Item item)
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{
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_itemPersistence.RemoveEntity(item);
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}
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else if (entity is Mobile mobile)
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{
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_mobilePersistence.RemoveEntity(mobile);
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}
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else
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{
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logger.Warning($"Attempted to call World.RemoveEntity with '{entity.GetType()}'. Must be a mobile or item.");
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static BaseGuild FindGuild(Serial serial) => _guildPersistence.Find(serial);
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public static void AddGuild(BaseGuild guild) => _guildPersistence.AddEntity(guild);
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public static void RemoveGuild(BaseGuild guild) => _guildPersistence.RemoveEntity(guild);
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// Legacy: Only used for retrieving Items and Mobiles.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static IEntity FindEntity(Serial serial, bool returnDeleted = false, bool returnPending = false) =>
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FindEntity<IEntity>(serial, returnDeleted, returnPending);
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// Legacy: Only used for retrieving Items and Mobiles.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static T FindEntity<T>(Serial serial, bool returnDeleted = false, bool returnPending = false)
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where T : class, IEntity
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{
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if (serial.IsItem)
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{
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return _itemPersistence.Find(serial, returnDeleted, returnPending) as T;
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}
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return _mobilePersistence.Find(serial, returnDeleted, returnPending) as T;
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}
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private class ItemPersistence : GenericEntityPersistence<Item>
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{
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public ItemPersistence() : base("Items", 2, ItemOffset, MaxItemSerial)
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{
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}
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protected override void SerializeEntity(Item item)
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{
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if (item.CanDecay() && item.LastMoved + item.DecayTime <= _serializationStart)
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{
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EnqueueForDecay(item);
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}
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((ISerializable)item).Serialize(SerializedTypes);
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}
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public override void PostDeserialize()
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{
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base.PostDeserialize();
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foreach (var item in EntitiesBySerial.Values)
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{
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if (item.Parent == null)
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{
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item.UpdateTotals();
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}
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item.ClearProperties();
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}
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}
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}
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private class MobilePersistence : GenericEntityPersistence<Mobile>
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{
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public MobilePersistence() : base("Mobiles", 1, 1, MaxMobileSerial)
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{
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}
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public override void PostDeserialize()
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{
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base.PostDeserialize();
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foreach (var m in EntitiesBySerial.Values)
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{
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m.UpdateRegion(); // Is this really needed?
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m.UpdateTotals();
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m.ClearProperties();
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}
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}
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}
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}
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