modernuo/Projects/Server/Timer/Timer.TimerWheel.cs

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/*************************************************************************
* ModernUO *
* Copyright 2019-2024 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: Timer.TimerWheel.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
namespace Server;
public partial class Timer
{
#if DEBUG_TIMERS
private const int _chainExecutionThreshold = 512;
#endif
private const int _ringSizePowerOf2 = 12;
private const int _ringSize = 1 << _ringSizePowerOf2; // 4096
private const int _ringLayers = 3;
private const int _tickRatePowerOf2 = 3;
private const int _tickRate = 1 << _tickRatePowerOf2; // 8ms
private const long _maxDuration = (long)_tickRate << (_ringSizePowerOf2 * _ringLayers - 1);
private static readonly Timer[][] _rings = new Timer[_ringLayers][];
private static readonly int[] _ringIndexes = new int[_ringLayers];
private static readonly Timer[] _executingRings = new Timer[_ringLayers];
private static long _lastTickTurned = -1;
public static void Init(long tickCount)
{
_lastTickTurned = tickCount;
for (int i = 0; i < _rings.Length; i++)
{
_rings[i] = new Timer[_ringSize];
_ringIndexes[i] = 0;
}
}
public static void Slice(long tickCount)
{
var deltaSinceTurn = tickCount - _lastTickTurned;
while (deltaSinceTurn >= _tickRate)
{
deltaSinceTurn -= _tickRate;
_lastTickTurned += _tickRate;
Turn();
}
}
private static void Turn()
{
var turnNextWheel = false;
// Detach the chain from the timer wheel. This allows adding timers to the same slot during execution.
for (var i = 0; i < _ringLayers; i++)
{
if (i == 0 || turnNextWheel)
{
var ringIndex = ++_ringIndexes[i];
turnNextWheel = ringIndex >= _ringSize;
if (turnNextWheel)
{
ringIndex = _ringIndexes[i] = 0;
}
_executingRings[i] = _rings[i][ringIndex];
_rings[i][ringIndex] = null;
}
else
{
_executingRings[i] = null;
}
}
for (var i = 0; i < _ringLayers; i++)
{
#if DEBUG_TIMERS
var executionCount = 0;
#endif
while (_executingRings[i] != null)
{
#if DEBUG_TIMERS
executionCount++;
#endif
var timer = _executingRings[i];
// Set the executing timer to the next in the link list because we will be detaching.
_executingRings[i] = timer._nextTimer;
timer.Detach();
// Check to see if it's running just in case it was stopped by another timer
if (timer.Running)
{
if (i > 0 && timer._remaining > 0)
{
// Promote
AddTimer(timer, timer._remaining);
}
else
{
Execute(timer);
}
}
}
#if DEBUG_TIMERS
if (executionCount > _chainExecutionThreshold)
{
logger.Warning(
"Timer threshold of {Threshold} met. Executed {Count} timers sequentially.",
_chainExecutionThreshold,
executionCount
);
}
#endif
}
}
private static void Execute(Timer timer)
{
var finished = timer.Count != 0 && timer.Index + 1 >= timer.Count;
// Stop the timer from running so that way if Start() is called in OnTick, the timer will be started.
if (finished)
{
timer.InternalStop();
timer.Version++;
}
var version = timer.Version;
timer.OnTick();
// Starting doesn't change the timer version, so we need to check if it's finished and if it's still running.
if (timer.Version != version || finished && timer.Running)
{
return;
}
if (!finished)
{
AddTimer(timer, (long)timer.Interval.TotalMilliseconds);
}
else
{
// Already stopped and detached, now run OnDetach
timer.OnDetach();
}
timer.Index++;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static long RoundTicksToNextPowerOfTwo(long value)
{
if (value <= 0)
{
return _tickRate;
}
const long mask = _tickRate - 1;
return (value + mask) & ~mask;
}
private static void AddTimer(Timer timer, long delay)
{
var actualDelay = delay;
var resolutionPowerOf2 = _tickRatePowerOf2;
for (var i = 0; i < _ringLayers; i++)
{
var resolution = 1L << resolutionPowerOf2;
var nextResolutionPowerOf2 = resolutionPowerOf2 + _ringSizePowerOf2;
var max = 1L << nextResolutionPowerOf2;
var lastRing = i == _ringLayers - 1;
if (delay < max || lastRing)
{
var ringIndex = _ringIndexes[i];
var remaining = delay & (resolution - 1);
var slot = (delay >> resolutionPowerOf2) + ringIndex + (remaining > 0 ? 1 : 0);
// Round up if we have a delay of 0
if (delay == 0)
{
slot++;
remaining = 0;
}
if (slot >= _ringSize)
{
slot -= _ringSize;
// Slot should only be more than 4096 if we are on the last ring and the timer is more than max capacity
// In this case, we will just throw it on the last slot.
if (lastRing && slot > _ringSize)
{
logger.Error(
$"Timer {{Timer}} has a duration of {{Duration}}ms, more than max capacity of {{MaxDuration}}ms.{Environment.NewLine}{{StackTrace}}",
timer.GetType(),
actualDelay,
_maxDuration,
new StackTrace()
);
slot = Math.Max(0, ringIndex - 1);
}
}
timer.Next = Core.Now + timer.Delay;
timer.Attach(_rings[i][slot]);
timer._remaining = remaining;
timer._ring = i;
timer._slot = (int)slot;
_rings[i][slot] = timer;
return;
}
// The remaining amount until we turn this ring
var offsetDelay = resolution * (_ringSize - _ringIndexes[i]);
delay -= offsetDelay;
resolutionPowerOf2 = nextResolutionPowerOf2;
}
}
public static void DumpInfo(TextWriter tw)
{
tw.WriteLine($"Date: {Core.Now.ToLocalTime()}{Environment.NewLine}");
tw.WriteLine($"Pool - Count: {_poolCount}; Capacity {_poolCapacity}{Environment.NewLine}");
var total = 0.0;
var hash = new Dictionary<string, int>();
for (var i = 0; i < _ringLayers; i++)
{
for (var j = 0; j < _ringSize; j++)
{
var t = _rings[i][j];
if (t == null)
{
continue;
}
while (t != null)
{
var name = t.ToString();
hash.TryGetValue(name, out var count);
hash[name] = count + 1;
total++;
t = t._nextTimer;
}
}
}
tw.WriteLine("Timers:");
feat(timers): Adds timer pooling, fixes timer related bugs, and changes timer api (#667) ### Changes/Fixes: * Adds timer pooling. * Allows pool to be configurable in ModernUO.json * Pool replenishes itself asynchronously if depleted. * Fixes an issue with barkeeps and town criers * Fixes an issue with incognito buff icons not being removed * Fixes an issue with polymorph name mod not being removed * Fixes several places where timers go on forever even after an object is deleted, keeping a reference (memory leak) * Eliminates the timer for MiningCart altogether. * Deletes `AcidSlime` since it is a duplicate of `PoolOfAcid` * Fixes HonorableExecution and standardizes the code for other Bushido moves. ## Changes to the Timer API: ```cs public class Timer { // Creates a timer that will be returned to the pool once execution stops. public static void StartTimer(Action callback); public static void StartTimer(TimeSpan delay, Action callback); public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback); public static void StartTimer(TimeSpan interval, int count, Action callback); public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback); // Creates a timer and returns a token for more control. Requires manual cancellation in order for the timer to be returned to the pool. // If the token is dereferenced, the timer will be dereferenced too. While not returning a timer to the pool is not considered hazardous, it does defeat the purpose of pooled timers. public static void StartTimer(Action callback, out TimerExecutionToken token); public static void StartTimer(TimeSpan delay, Action callback, out TimerExecutionToken token); public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback, out TimerExecutionToken token); public static void StartTimer(TimeSpan interval, int count, Action callback, out TimerExecutionToken token); public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback, out TimerExecutionToken token); // If you aren't sure how to use the API above, or you don't care about performance, then you can use the old RunUO Timer.DelayCall public static DelayCallTimer DelayCall(Action callback); public static DelayCallTimer DelayCall(TimeSpan delay, Action callback); public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, Action callback); public static DelayCallTimer DelayCall(TimeSpan interval, int count, Action callback); public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, int count, Action callback); } public struct TimerExecutionToken { public bool Running { get; } public int Index { get; } public int RemainingCount { get; } public DateTime Next { get; } } ``` ## When to use `TimerExecutionToken`? Use tokens when you want to gain the performance benefit of using a pooled timer, but you need one of the following: * Access to the next time the timer will tick:`token.Next` * Access to which interval, how many intervals there are, or how many are remaining: `token.Index`, `token.Count`, and `token.RemainingCount` * Stop a timer manually. * Determine if the timer is running: `timer.Running` * See notes below about requirements for using tokens! ## Notes about using the TimerExecutionToken: When you opt-in to receive a token, you must call `Cancel()` to return the timer. This can be done inside of the callback, or outside of the callback at any time. If this is not called and your timer is an infinite interval, then you will create a potential memory leak, or null pointer exception in your callback. If the timer ends and is stopped, but cancel is not called, then the timer will never return to the pool and stay referenced until the token is deleted or cancel is called. (Memory leak) ## Is this thread safe? No. The ModernUO timer system is not thread safe at all. If you require a thread safe timer system, contact me and I'll help adapt this system. Keep in mind that there is a massive performance hit to make this thread safe when there are literally no use cases for it. If you need to synchronize execution, meaning you want to execute code from another thread on the core thread. Let's say you have a discord bot that is pushing commands to the game server. Then use `EventLoopContext.Post(SendOrPostCallback callback, object state);`.
2021-08-07 14:33:35 -07:00
foreach (var (name, count) in hash.OrderByDescending(o => o.Value))
{
var percent = count / total;
var line = $"{count:#,0} ({percent:P1})";
// 6 - 15 / 8 = 1
var tabs = new string('\t', line.Length < 12 ? 2 : 1);
tw.WriteLine($"{line}{tabs}{name}");
}
#if DEBUG_TIMERS
tw.WriteLine($"{Environment.NewLine}Stack Traces:");
foreach (var kvp in DelayCallTimer._stackTraces)
{
tw.WriteLine(kvp.Value);
tw.WriteLine();
}
#endif
tw.WriteLine();
tw.WriteLine();
}
public static void ClearAllTimers(long tickCount)
{
_lastTickTurned = tickCount;
foreach (var t in _rings)
{
if (t == null)
{
continue;
}
for (var i = 0; i < _ringSize; i++)
{
var node = t[i];
Timer next;
do
{
next = node?._nextTimer;
node?.Stop();
} while (next != null);
}
}
}
}