## Problem Items dropped on the ground never decay. Corpses do, which makes the breakage look selective — but corpses are unaffected only because `Corpse.BeginDecay` runs its own `InternalTimer` and never touches `DecayScheduler`. Ordinary items are the only things that depend on the scheduler. ## Root cause `Item.MoveToWorld` called `SetLastMoved()` — which triggers `UpdateDecayRegistration()` — at the *top* of the method, before detaching the item from its parent and before assigning the new map. `CanDecay()` reads `Decays`, `Parent`, **and** `Map`, so registration was evaluated against the item's *pre-move* state. Because the `Item` constructor sets `m_Map = Map.Internal`, and `Mobile.Lift` calls `item.Internalize()` to put an item on the cursor, registration was consistently one step behind: | State | Tracked for decay? | | |---|---|---| | Item on the ground | **No** | never decays | | Item held on the cursor | **Yes** | backwards | Nothing corrected it afterwards: the later `m_Map = map` assigns the field directly, bypassing the `Map` property setter, and that setter does not refresh registration either. With no parent, `RemoveItem` (which *does* re-register) never runs. World load masked this — `ItemPersistence.PostDeserialize` re-registers every item against its final state, so decay appears to work for items that survive a restart. Only freshly dropped items are affected. **Fix:** stamp `LastMoved` up front so decay math stays correct, then call `UpdateDecayRegistration()` once the parent, map, and location are final. ## Audit of the rest of the call sites All 16 `SetLastMoved()` call sites were reviewed. `SetLastMoved()` must keep refreshing registration — `LastMoved` feeds `ScheduledDecayTime` and therefore which bucket an item belongs in — but it may only run once parent/map are final. The vendor, house, lift and drop sites already satisfy that. The rest of this PR fixes the ones that did not, plus what the audit turned up: - **`Item.Deserialize`** stamped via `SetLastMoved()` before the version data was read, registering against an unread `Map`/`Parent`. Safe only by accident (the `Item(Serial)` ctor leaves flags at 0, so `Decays` is false), and it cost an unregister per item per world load. Now stamps only; `PostDeserialize` does the registration. - **`Item` constructor** registered then immediately unregistered every item — the `Movable` setter saw `m_Map` still null, so `CanDecay()` was true. Also removes a `Configure`-order landmine: constructing an `Item` before `DecayScheduler.Configure()` would have thrown in `Shared.Start()`. - **`Container.Destroy`** stamped `LastMoved` immediately before `MoveToWorld`, which now stamps it itself. - **`Unregister` was documented O(1)** but scanned twelve buckets and did a linear `PriorityQueue.Remove`, on every construction, deserialize and move. Items now record where they are tracked in `Item.DecaySlot` (1 byte), so untracked items — the common case — leave in O(1). - **A refused decay silently dropped the item.** `ProcessActiveQueue` deleted on `OnDecay() == true` but did nothing when a region refused, leaving the item dequeued, untracked and on the ground forever. It now restarts the decay clock; re-registering as-is would spin, since `ScheduledDecayTime` is already past. ## Two content bugs of the same class The decay system replaced a polling sweep. Under polling, a `Decays`/`DecayTime` override could read live state every pass. Under a registration model it cannot — the scheduler drops items that stop being eligible, but nothing enrols one that becomes eligible while untracked. - **`TreasureChestLevel1-4`** overrode `DecayTime` as `Utility.Random(15, 60)` — a fresh roll on every read. `ScheduledDecayTime` is read repeatedly (to bucket, to re-bucket on rotation, to test whether due), so those reads disagreed: the chest re-bucketed every tick and decayed early instead of after its intended interval. Now rolled once per chest. Distribution unchanged — `Utility.Random(from, count)` is RunUO's `from + Next(count)`, so this is 15–74 minutes, as before. - **`StrongBox`** overrode `Decays` with a live check on `_house`, `_owner.Deleted` and `IsCoOwner`. Nothing notifies the box when any of those change, so it was never enrolled and the override never decayed anything — and it could not have: `HouseRegion.OnDecay` refuses a secured item inside a standing house, and the box is in `Secures`. Decay was never the mechanism here. - A strongbox is only ever its owner's. Without a house, or without an owner still co-owning that house, it would be a free container anyone could loot, so `Validate()` destroys it. The old check missed exactly those two cases — it required a non-null owner and treated a null house as valid. A deleted owner deserializes back as null, which `IsCoOwner` rejects. The now meaningless `Decays`/`DecayTime` overrides and an unhelpful `Console.WriteLine` are gone. `DecayScheduler` now documents both constraints. ## Tests `DecayRegistrationTests` (Server) covers world placement, lift/drop, container round-trip, cursor-held (must *not* track), `Container.Destroy` spill, `DecaySlot`/structure agreement, refused decay, and a full decay lifecycle driven through the scheduler. `TreasureChestDecayTests` (UOContent) locks `DecayTime`/`ScheduledDecayTime` stability across all four chest levels. To make the lifecycle testable deterministically, `DecayScheduler` gains `internal` members (visible only via existing `InternalsVisibleTo`): `IsRegistered()`, `ProcessTick(now)` — extracted from `OnTick()` with no behaviour change — and `ResetForTests()`. Red/green verified. Without the `MoveToWorld` fix, 5 of 6 of the original tests fail, including `ItemOnGround_ActuallyDecaysAfterDecayTime`, which shows a ground item never decays even after a full simulated hour. Without the chest fix, 8 of 8 chest tests fail. Without the refused-decay fix, that test fails. Server.Tests 737/737 and UOContent.Tests 509/509 pass.
436 lines
14 KiB
C#
436 lines
14 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: DecayScheduler.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.Generic;
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namespace Server.Items;
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/// <summary>
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/// Timer wheel-based decay scheduler with O(1) registration/unregistration.
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/// Uses coarse-grained HashSet buckets for time intervals, with a PriorityQueue
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/// for fine-grained processing of items due within the current window.
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/// <para>
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/// An item that becomes decay eligible must be passed to <see cref="Item.UpdateDecayRegistration" />
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/// once its parent, map and location are final. The scheduler drops items that stop being eligible,
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/// but nothing enrolls one that becomes eligible while untracked.
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/// </para>
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/// <para>
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/// <see cref="Item.Decays" /> and <see cref="Item.DecayTime" /> overrides must be stable rather than
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/// recomputed per read: <see cref="Item.ScheduledDecayTime" /> is read repeatedly, and a value that
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/// changes between reads re-buckets the item every tick and decays it at the wrong time.
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/// </para>
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/// </summary>
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public class DecayScheduler : Timer
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{
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// Item.DecaySlot values; any non-negative value is a bucket index.
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internal const sbyte SlotNone = -1;
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internal const sbyte SlotOverflow = -2;
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internal const sbyte SlotActive = -3;
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private const int BucketCount = 12;
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private static int _maxItemsPerTick;
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private static TimeSpan _tickInterval;
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private static TimeSpan _bucketInterval;
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private static int _jitterMaxMilliseconds;
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// Timer wheel buckets (HashSets for O(1) add/remove)
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private static HashSet<Item>[] _buckets;
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private static int _currentBucketIndex;
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private static DateTime _nextBucketRotation;
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// Overflow bucket (separate from regular rotation, for items with decay > total bucket span)
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private static HashSet<Item> _overflowBucket;
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private static TimeSpan _totalBucketSpan;
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private static DateTime _nextOverflowCheck;
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// Active processing queue for items due within current bucket window
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private static readonly PriorityQueue<Item, DateTime> _activeQueue = new();
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public static DecayScheduler Shared { get; private set; }
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public static void Configure()
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{
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_maxItemsPerTick = ServerConfiguration.GetSetting("decay.maxItemsPerTick", 250);
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_tickInterval = ServerConfiguration.GetSetting("decay.tickInterval", TimeSpan.FromMilliseconds(256));
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_bucketInterval = ServerConfiguration.GetSetting("decay.bucketInterval", TimeSpan.FromMinutes(5));
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_jitterMaxMilliseconds = ServerConfiguration.GetSetting("decay.jitterMaxMs", 25); // ±25ms jitter
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_buckets = new HashSet<Item>[BucketCount];
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for (var i = 0; i < BucketCount; i++)
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{
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_buckets[i] = [];
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}
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// Overflow bucket is separate from the timer wheel
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_overflowBucket = [];
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_totalBucketSpan = TimeSpan.FromTicks(_bucketInterval.Ticks * BucketCount);
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var now = Core.Now;
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_nextBucketRotation = now + _bucketInterval;
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_nextOverflowCheck = now + _totalBucketSpan;
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Shared = new DecayScheduler();
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}
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private DecayScheduler() : base(_tickInterval, _tickInterval)
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{
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}
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/// <summary>
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/// Test hook: drops all tracked items and re-bases the rotation schedule on
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/// <see cref="Core.Now" />, so deadlines left by a test that moved the clock do not suppress
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/// rotations in the next one.
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/// </summary>
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internal static void ResetForTests()
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{
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Shared?.Stop();
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_activeQueue.Clear();
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_overflowBucket.Clear();
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for (var i = 0; i < BucketCount; i++)
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{
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_buckets[i].Clear();
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}
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_currentBucketIndex = 0;
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var now = Core.Now;
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_nextBucketRotation = now + _bucketInterval;
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_nextOverflowCheck = now + _totalBucketSpan;
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}
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/// <summary>
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/// Diagnostics: true if the item is currently tracked in any bucket, the overflow
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/// bucket, or the active queue.
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/// </summary>
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internal static bool IsRegistered(Item item)
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{
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if (item == null)
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{
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return false;
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}
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if (_overflowBucket.Contains(item))
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{
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return true;
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}
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for (var i = 0; i < BucketCount; i++)
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{
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if (_buckets[i].Contains(item))
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{
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return true;
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}
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}
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foreach (var (queued, _) in _activeQueue.UnorderedItems)
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{
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if (queued == item)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Checks if all decay tracking structures are empty.
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/// </summary>
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private static bool IsEmpty()
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{
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if (_activeQueue.Count > 0 || _overflowBucket.Count > 0)
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{
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return false;
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}
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for (var i = 0; i < BucketCount; i++)
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{
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if (_buckets[i].Count > 0)
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Registers an item for decay tracking. Call after item becomes decay-eligible.
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/// </summary>
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public static void Register(Item item)
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{
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if (item?.Deleted != false || !item.CanDecay())
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{
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return;
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}
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// Start timer if not running
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Shared.Start();
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var decayTime = item.ScheduledDecayTime;
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var timeUntilDecay = decayTime - Core.Now;
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// If already due or due very soon, add directly to active queue
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if (timeUntilDecay <= _bucketInterval)
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{
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_activeQueue.Enqueue(item, decayTime);
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item.DecaySlot = SlotActive;
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}
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// If beyond the total bucket span, add to overflow bucket
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else if (timeUntilDecay > _totalBucketSpan)
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{
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_overflowBucket.Add(item);
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item.DecaySlot = SlotOverflow;
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}
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else
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{
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// Calculate bucket index relative to current position
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var bucketOffset = GetBucketOffset(timeUntilDecay);
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var absoluteIndex = (_currentBucketIndex + bucketOffset) % BucketCount;
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_buckets[absoluteIndex].Add(item);
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item.DecaySlot = (sbyte)absoluteIndex;
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}
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}
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/// <summary>
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/// Unregisters an item from decay tracking. Call when item is picked up, deleted, or otherwise ineligible.
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/// </summary>
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public static void Unregister(Item item)
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{
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if (item == null || item.DecaySlot == SlotNone)
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{
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return;
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}
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var slot = item.DecaySlot;
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item.DecaySlot = SlotNone;
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if (slot == SlotOverflow)
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{
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_overflowBucket.Remove(item);
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}
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else if (slot == SlotActive)
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{
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_activeQueue.Remove(item, out _, out _);
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}
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else
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{
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_buckets[slot].Remove(item);
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}
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}
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/// <summary>
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/// Gets the bucket offset for an item based on time until decay.
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/// Returns a value from 0 to BucketCount - 1, representing how many buckets ahead of current.
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/// </summary>
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private static int GetBucketOffset(TimeSpan timeUntilDecay)
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{
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// Items due within _bucketInterval go to active queue, so offset 0 means _bucketInterval to 2*_bucketInterval
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var bucketOffset = (int)(timeUntilDecay.Ticks / _bucketInterval.Ticks) - 1;
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// Clamp to valid range within regular buckets
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return Math.Clamp(bucketOffset, 0, BucketCount - 1);
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}
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/// <summary>
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/// Advances the wheel for <paramref name="now" />. Returns true when nothing is left to track.
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/// </summary>
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internal static bool ProcessTick(DateTime now)
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{
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// Process items from active queue first (smaller queue = faster log(n) operations)
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ProcessActiveQueue(now);
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// Then check if it's time to rotate buckets (adds items for next tick)
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if (now >= _nextBucketRotation)
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{
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RotateBuckets(now);
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}
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// Check overflow bucket on its own schedule (when items might enter the regular window)
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if (now >= _nextOverflowCheck)
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{
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ProcessOverflow(now);
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}
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return IsEmpty();
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}
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protected override void OnTick()
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{
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// Stop timer if nothing left to track
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if (ProcessTick(Core.Now))
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{
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Stop();
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return;
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}
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// Apply jitter for next tick to prevent synchronization with other systems
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if (_jitterMaxMilliseconds > 0)
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{
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var jitter = Utility.Random(-_jitterMaxMilliseconds, _jitterMaxMilliseconds * 2 + 1);
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Interval = _tickInterval + TimeSpan.FromMilliseconds(jitter);
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}
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}
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/// <summary>
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/// Rotates the timer wheel, moving the next bucket's contents into the active queue.
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/// </summary>
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private static void RotateBuckets(DateTime now)
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{
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_nextBucketRotation = now + _bucketInterval;
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// Get the next bucket to process
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var bucket = _buckets[_currentBucketIndex];
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// Move all items from this bucket into the active queue (with validation)
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foreach (var item in bucket)
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{
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if (item.Deleted || !item.CanDecay())
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{
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item.DecaySlot = SlotNone; // Lazy cleanup - item was picked up or deleted
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continue;
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}
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var decayTime = item.ScheduledDecayTime;
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var timeUntilDecay = decayTime - now;
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if (timeUntilDecay > _bucketInterval)
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{
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// Item was moved (SetLastMoved called) - re-bucket or move to overflow
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if (timeUntilDecay > _totalBucketSpan)
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{
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// Extended beyond total span - move to overflow
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_overflowBucket.Add(item);
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item.DecaySlot = SlotOverflow;
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}
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else
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{
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// Re-bucket within regular buckets
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var bucketOffset = GetBucketOffset(timeUntilDecay);
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var actualIndex = (_currentBucketIndex + bucketOffset) % BucketCount;
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if (actualIndex != _currentBucketIndex)
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{
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_buckets[actualIndex].Add(item);
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item.DecaySlot = (sbyte)actualIndex;
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}
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else
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{
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// Still maps to current bucket - add to active queue
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_activeQueue.Enqueue(item, decayTime);
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item.DecaySlot = SlotActive;
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}
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}
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continue;
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}
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// Due within next window - add to active queue
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_activeQueue.Enqueue(item, decayTime);
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item.DecaySlot = SlotActive;
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}
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// Clear the processed bucket
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bucket.Clear();
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// Advance to next bucket
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_currentBucketIndex = (_currentBucketIndex + 1) % BucketCount;
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}
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/// <summary>
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/// Processes the overflow bucket, moving items that are now within the regular bucket window.
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/// </summary>
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private static void ProcessOverflow(DateTime now)
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{
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_nextOverflowCheck = now + _totalBucketSpan;
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// Move items that are now within the regular bucket span
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_overflowBucket.RemoveWhere(item =>
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{
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if (item.Deleted || !item.CanDecay())
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{
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item.DecaySlot = SlotNone;
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return true; // Remove invalid items
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}
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var decayTime = item.ScheduledDecayTime;
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var timeUntilDecay = decayTime - now;
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if (timeUntilDecay > _totalBucketSpan)
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{
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return false; // Keep in overflow
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}
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// Now within regular bucket range - move to appropriate bucket
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if (timeUntilDecay <= _bucketInterval)
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{
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_activeQueue.Enqueue(item, decayTime);
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item.DecaySlot = SlotActive;
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}
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else
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{
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var bucketOffset = GetBucketOffset(timeUntilDecay);
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var actualIndex = (_currentBucketIndex + bucketOffset) % BucketCount;
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_buckets[actualIndex].Add(item);
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item.DecaySlot = (sbyte)actualIndex;
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}
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return true; // Remove from overflow
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});
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}
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/// <summary>
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/// Processes items from the active queue that are due for decay.
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/// </summary>
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private static void ProcessActiveQueue(DateTime now)
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{
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var processed = 0;
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while (_activeQueue.TryPeek(out var item, out var scheduledTime) && processed < _maxItemsPerTick)
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{
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// Not yet due - stop processing
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if (scheduledTime > now)
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{
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break;
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}
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processed++;
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_activeQueue.Dequeue();
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item.DecaySlot = SlotNone;
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if (item.Deleted || !item.CanDecay())
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{
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continue;
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}
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if (item.ScheduledDecayTime > now)
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{
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Register(item);
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}
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else if (item.OnDecay())
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{
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item.Delete();
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}
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else
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{
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// Refused by the region. Restart the clock rather than dropping the item, which has
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// already left the queue; re-registering as-is would spin on a due time in the past.
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item.SetLastMoved();
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}
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}
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}
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}
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