### Summary
- `GenericEntityPersistence` is now a type of `GenericPersistence`. This allows developers to serialize both entities and non-entities in the same system. 🎉
- Each `SerializationThreadWorker` now allocates 1MB of heap for serialization _permanently_. If more memory is needed, that thread will double it's memory, not to exceed increments of 64MB.
- Several bugs with serialization introduced with the pure MMF implementation have been fixed.
- `BinaryFileReader` has been added back. 🎉
- Adds `world.useMultithreadedSaves` to allow disabling threaded saves.
> [!IMPORTANT]
> **Developer Note**
> The split file serialization has been deprecated and is no longer used. We have effectively gone back to the same file writing we had before the pure MMF implementation.
### Summary
Updates the serialization strategy to use `MemoryMappedFile` instead of thick buffers. This has the benefit of being on-par with the current implementation (based on hardware/OS), however won't incur the double-memory issue.
> [!Important]
> **Developer Note**
> The `BinaryFileWriter` and `BinaryFileReader` has been removed in favor of `MemoryMapFileWriter` and `UnmanagedDataReader`
### Summary
- Fixes infinite loop with binary file writer
- Removes extra buffer copying with binary file writer
- Removes storing type counts during world save file writing
- Fixes display cache self-deletion warning during world load
### Summary
* Fixes spawner timer deserialization
* Adds a check for a null timer and allows the timer to get recreated
* Adds PotionKeg reverse lookup
* Heavily optimizes decimal serialize/deserialize
### Summary
The BitArray class will be optimized over the next several years for various platforms/hardware and maintaining a duplicate for serialization is not practical. Removing the custom implementation. Recommend against using BitArray for serialization unless it is absolutely necessary.
### Summary
Updates BufferWriter with more standard ways of writing primitives. Eliminates looping to write a string per @jaedan's suggestion.
Note: This change assumes we don't have crazy large strings.
## Changes
* Improves type hashing by introducing xxHash3 (64bit)
* Removes individual `tdb` files in favor of a single `SerializedTypes.db` file. This file is only used to identify a type that is being deserialized, which doesn't exist.
* Adds duplicate type alias detection
* Adds `AssemblyHandler.FindTypeByHash`
View changed files whitespaces: https://github.com/modernuo/ModernUO/pull/1172/files?diff=split&w=1
## SerializedTypes.db
The serialized types file is used to get back the original name of a type in case it no longer exists in code. This can easily be necessary if a class is renamed in code and no `TypeAlias` is provided.
### Format
byte[4] - version
byte[4] - count
--array--
byte[8] - xxHash
byte[1] - flag, 0 - null, 1 - not null
byte[n] - Full class name in UTF8
### Example
<img width="472" alt="SerializedTypes_Example" src="https://user-images.githubusercontent.com/3953314/195255429-31d24293-6bd1-419e-811b-07874dd0f78d.png">
## Benchmarks
Serialized 500 Type fields. The 8192bytes comes from the _ConcurrentQueue_ that would later be used for SerializedTypes.
Note that the queue is never cleared, so it's size grew considerably.
```cs
| Method | Mean | Error | StdDev | Allocated |
|--------------------- |---------:|---------:|---------:|----------:|
| BenchmarkXXHash | 18.44 us | 0.278 us | 0.260 us | 8192 B |
| BenchmarkTypeStrings | 25.09 us | 0.292 us | 0.259 us | - |
```
TODO:
* Add support in the Serialization Generator for `ReadType()` and `Write(Type)`
* Remove `SetTypeRef` from Serialization Generator
**Only one functional change**
* Fixes a bug in LogFactory where `Warning` is being logged as `Information`
Non-functional changes:
* Updates/Fixes copyright headers
* Removes namespace scopes for core files.
View with [whitespace off](https://github.com/modernuo/ModernUO/pull/1187/files?w=1).
Fixes bit array serialization. This may cause objects that were serialized by bit array to fail to deserialize. I am sorry, please accept my condolences. It is probably easiest to just delete those objects. If it becomes a major problem, contact me and I'll help with a hacky per-case solution.
* Adds a custom BitArray class with the following added features:
* ctor for creating BitArray against read only span
* ctor for creating BitArray against BinaryReader
* CopyTo to copy a BitArray to a Span
* Adds BitArray to UO Primitive serialization so it can be codegenned.
### Features
* Fully abstracts serialization by using compile-time attributes.
* Supports serializing the following:
- Primitives (integers, strings, etc)
- IP Addresses
- BigDecimal
- DateTime, Delta DateTimes
- TimeSpan
- Server.Race
- Server.Map
- Point2D, Point3D, Rect2D, Rect3D
- Existing/New `ISerializable` references
- Lists/Sets of serializable types
- Type with a `Serialize` method and constructor that takes an `IGenericReader`
* Supports forward-only migration
* Supports existing RunUO deserialization for older versions by changing to the following signature:
- `public void OldDeserialize(IGenericReader reader, int version)`
- Must remove deserializing the version since this is already done
* Supports serializing from private fields or custom made properties.
* Types do not require inheriting Item/Mobile. Code gen will fully create `ISerializable` information.
- This is not recommended yet, since it requires wiring to `Persistence` which will cause lots of unresolved symbol errors until code gen is built.
### Example
```cs
using System.Collections.Generic;
namespace Server.Items
{
[Serializable(1)]
public partial class TestItem1 : Item
{
[SerializableField(1)]
[SerializableFieldAttr("[CommandProperty(AccessLevel.Administrator)]")]
private List<Item> _someProperty;
private void Deserialize(IGenericReader reader, int version)
{
}
}
}
```
Generates this:
```cs
namespace Server.Items
{
public partial class TestItem1
{
#pragma warning disable 0414
private const int _version = 1;
#pragma warning restore 0414
[CommandProperty(AccessLevel.Administrator)]
public System.Collections.Generic.List<Server.Item> SomeProperty
{
get => _someProperty;
set
{
if (value != _someProperty)
{
((ISerializable)this).MarkDirty();
_someProperty = value;
}
}
}
public TestItem1(Serial serial) : base(serial)
{
}
public override void Serialize(IGenericWriter writer)
{
var savePosition = ((Server.ISerializable)this).SavePosition;
if (savePosition > -1)
{
writer.Seek(savePosition, System.IO.SeekOrigin.Begin);
return;
}
writer.WriteEncodedInt(_version);
writer.Write(_someProperty);
}
public override void Deserialize(IGenericReader reader)
{
var version = reader.ReadEncodedInt();
if (version < 1)
{
OldDeserialize(reader, version);
((Server.ISerializable)this).MarkDirty();
return;
}
SomeProperty = reader.ReadEntityList<Server.Item>();
}
}
}
```
And this:
```json
{
"version": 1,
"type": "TestItem1",
"properties": [
{
"name": "SomeProperty",
"type": "System.Collections.Generic.List\u003CServer.Item\u003E",
"rule": "ListMigrationRule",
"ruleArguments": [
"Server.Item",
"SerializableInterfaceMigrationRule"
]
}
]
}
```
- [X] Adds `AdhocPersistence` which replaces RunUO `Persistence`
- [X] Fixes a few minor bugs with EntityPersistence deserialization
- [X] Reverts/updates some serialization changes
- [X] Caches DateTime.NowUtc on the game loop (not other threads)
- [X] Replaces all locations where it makes sense
- [X] Adds Min/Max for `IComparable` (TimeSpan, DateTimes, etc)
Closes#261
- [X] Fixes an issue in BufferWriter where if SeekOrigin.End is used, it will yield the wrong index.
- [X] Changes BinaryFileWriter to dispose pattern
- [X] Removes World.SaveBuffers. They were dangerous and should be done in-line while the world is loading, even if it is slower
- [X] Fixes BufferReader Seek too
- [X] Changes BufferWriter to use uninitialized arrays to speed up resizing
- [X] Changes World loading so it doesn't buffer the whole file, even if it makes things slower. It lowers allocations/fragmentation over all which is good.
- [X] Changes World Loading to use uninitialized arrays and directly saves them to the SaveBuffer which eliminates having to open/load the files _again_ which is dangerous. Also looping through items while the world is running is dangerous since async references can and will cause exceptions.
Bumps release version
- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases.
- [X] Fixes an issue with dupe copying the savebuffer reference (ugh).
- [X] Streamlines the IGenericWriter API to use better generics.
- [X] Streamlines the IGenericReader API to use better generics.
- [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects.
- [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks.
- [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading.
- NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states.
- [X] Fixes an issue with serializing negative DateTime deltas.
- [X] Fixes a potential issue with serializing non-UTC DateTime.
Bumps release version
- [X] Removes some string allocations (e.g. split)
- [X] Optimizes some collections
- [X] Converts insensitive to extension methods of built-ins.
- [X] Adds ordinal (case sensitive) string helpers
- [X] Fixes conditionals for in-game commands so they use Ordinal comparisons.
- [X] Replaces ToLower.Contains with InsensitiveContains
- [X] Adds ValueStringBuilder
- [X] Implements ValueStringBuilder in a few places where it makes sense
- [X] Removes the redundant Wrap function and replaces it with an optimized version
- [X] Fixes list conversions in Utility
Closes#351
Bumps release version
- [X] Fixes IPAddresses not having enough space
- [X] Streamlines some code
- [X] Fixes base escortables to not load destination tables in a dangerous way.
- [X] Fixes some bad assumptions about resizing buffers
- [X] Fixes little endian issue with circular buffer writer
This doesn't seem to address #349. That issue requires more investigation because I am not seeing where the issue would be.
Closes#347Closes#322
- [X] Speeds up world loading
- [X] Removes PeekChar cause it wasn't used
- [X] Adds a BufferReader
- [X] Removes BinaryFileReader
- [X] Removes reading/writing `char` since it is not consistent and will cause a deserialize issue if used.
Bumps version release
- [X] Fixes several bugs
- [X] Updates more ordinal issues
- [X] Cleans up the code a bit
- [X] Turns classes static that should have been
- [X] Changes TcpServer.Instances to a HashSet
Bumps release version
- [X] Fixes bugs in the buffer writer
- [X] Removes background save commands
- [X] Avoids calling Serialize() on deserialization
- In a future optimization I will copy the entire object to a buffer, deserialize using a SpanReader, then use that buffer for the SaveBuffer
- [X] Fixes issue with decay queue.
Bumps release version
- [X] Removes all save strategies
- [X] Removes duplicate file writer that won't be used
- [X] Removes persistence (it will become a duplicate system)
- [X] Add a save position variable to skip serializing a clean item/mobile
- [X] Update Guilds/Accounts to be IEntity types
- Because guilds are abstract, this may make serialization tricky.
- [X] Update the generalized IEntity writing
- [X] Update the load/save to write to buffers then to files in background
Bumps release version