modernuo/Projects/Server/World/World.cs
Kamron Batman 465d3c8187
feat: Upgrades serialization v4 (Threaded Heap Serialization) (#1947)
### 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.
2024-09-14 09:57:43 -07:00

579 lines
18 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2024 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: World.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.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Runtime.CompilerServices;
using System.Threading;
using Server.Guilds;
using Server.Logging;
using Server.Network;
namespace Server;
public enum WorldState
{
Initial,
Loading,
Running,
PendingSave,
Saving,
WritingSave
}
public static class World
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(World));
private static readonly ItemPersistence _itemPersistence = new();
private static readonly MobilePersistence _mobilePersistence = new();
private static readonly GenericEntityPersistence<BaseGuild> _guildPersistence = new("Guilds", 3, 1, 0x7FFFFFFF);
private static int _threadId;
internal static SerializationThreadWorker[] _threadWorkers;
private static readonly ManualResetEvent _diskWriteHandle = new(true);
private static readonly ConcurrentQueue<Item> _decayQueue = new();
private static string _tempSavePath; // Path to the temporary folder for the save
public const bool DirtyTrackingEnabled = false;
public const uint ItemOffset = 0x40000000;
public const uint MaxItemSerial = 0x7EEEEEEE;
public const uint MaxMobileSerial = ItemOffset - 1;
public const uint ResetVirtualSerial = MaxItemSerial;
public const uint MaxVirtualSerial = 0x7FFFFFFF;
private static uint _nextVirtualSerial = ResetVirtualSerial;
public static Serial NewMobile => _mobilePersistence.NewEntity;
public static Serial NewItem => _itemPersistence.NewEntity;
public static Serial NewGuild => _guildPersistence.NewEntity;
// Virtual things don't persist across saves
public static Serial NewVirtual
{
get
{
#if THREADGUARD
if (Thread.CurrentThread != Core.Thread)
{
logger.Error(
"Attempted to get a new virtual serial from the wrong thread!\n{StackTrace}",
new StackTrace()
);
}
#endif
var value = _nextVirtualSerial > MaxVirtualSerial ? ResetVirtualSerial : _nextVirtualSerial;
_nextVirtualSerial = value + 1;
return (Serial)value;
}
}
public static Dictionary<Serial, Item> Items => _itemPersistence.EntitiesBySerial;
public static Dictionary<Serial, Mobile> Mobiles => _mobilePersistence.EntitiesBySerial;
public static Dictionary<Serial, BaseGuild> Guilds => _guildPersistence.EntitiesBySerial;
public static bool UseMultiThreadedSaves { get; private set; }
public static string SavePath { get; private set; }
public static WorldState WorldState { get; private set; }
public static bool Saving => WorldState == WorldState.Saving;
public static bool Running => WorldState is not WorldState.Loading and not WorldState.Initial;
public static bool Loading => WorldState == WorldState.Loading;
public static void Configure()
{
var tempSavePath = ServerConfiguration.GetSetting("world.tempSavePath", "temp");
_tempSavePath = PathUtility.GetFullPath(tempSavePath);
var savePath = ServerConfiguration.GetOrUpdateSetting("world.savePath", "Saves");
SavePath = PathUtility.GetFullPath(savePath);
UseMultiThreadedSaves = ServerConfiguration.GetOrUpdateSetting("world.useMultithreadedSaves", true);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void WaitForWriteCompletion() => _diskWriteHandle.WaitOne();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static void EnqueueForDecay(Item item)
{
if (WorldState != WorldState.Saving)
{
logger.Warning("Attempting to queue {Item} for decay but the world is not saving", item);
return;
}
_decayQueue.Enqueue(item);
}
public static void Broadcast(int hue, bool ascii, string text)
{
var length = OutgoingMessagePackets.GetMaxMessageLength(text);
Span<byte> buffer = stackalloc byte[length].InitializePacket();
foreach (var ns in NetState.Instances)
{
if (ns.Mobile == null)
{
continue;
}
length = OutgoingMessagePackets.CreateMessage(
buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
);
if (length != buffer.Length)
{
buffer = buffer[..length]; // Adjust to the actual size
}
ns.Send(buffer);
}
NetState.FlushAll();
}
public static void BroadcastStaff(int hue, bool ascii, string text)
{
var length = OutgoingMessagePackets.GetMaxMessageLength(text);
Span<byte> buffer = stackalloc byte[length].InitializePacket();
foreach (var ns in NetState.Instances)
{
if (ns.Mobile == null || ns.Mobile.AccessLevel < AccessLevel.GameMaster)
{
continue;
}
length = OutgoingMessagePackets.CreateMessage(
buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
);
if (length != buffer.Length)
{
buffer = buffer[..length]; // Adjust to the actual size
}
ns.Send(buffer);
}
NetState.FlushAll();
}
public static void Load()
{
if (WorldState != WorldState.Initial)
{
return;
}
WorldState = WorldState.Loading;
logger.Information("Loading world");
var watch = Stopwatch.StartNew();
Persistence.Load(SavePath);
EventSink.InvokeWorldLoad();
// Set the world to running before we process our queues
WorldState = WorldState.Running;
Persistence.PostDeserializeAll(); // Process safety queues
watch.Stop();
logger.Information("Loading world {Status} ({ItemCount} items, {MobileCount} mobiles) ({Duration:F2} seconds)",
"done",
Items.Count,
Mobiles.Count,
watch.Elapsed.TotalSeconds
);
// Create the serialization threads.
var threadCount = UseMultiThreadedSaves ? Math.Max(Environment.ProcessorCount - 1, 1) : 1;
_threadWorkers = new SerializationThreadWorker[threadCount];
for (var i = 0; i < _threadWorkers.Length; i++)
{
_threadWorkers[i] = new SerializationThreadWorker(i);
}
}
private static void ProcessDecay()
{
while (_decayQueue.TryDequeue(out var item))
{
if (item.OnDecay())
{
// TODO: Add Logging
item.Delete();
}
}
}
private static DateTime _serializationStart;
/**
* Duplicates can be weeded out asynchronously while flushing
* If performance becomes a problem, we need to build a dual mode concurrent array.
*
****************************************************** Proposal ******************************************************
* The structure is initialized with a large capacity to avoid unnecessary resizing.
* Write Mode:
* - Multiple threads can add a single, or a range of elements concurrently.
* - Elements can be Peeked, but there are no guarantees.
* - To resize the internal array, replaced it with the next size up from an array pool.
* - The structure cannot be cleared in this mode.
*
* Read Mode:
* - The array can be read from multiple threads using a ref struct enumerator.
* - Elements cannot be added or reassigned.
* - Cleared by replacing the internal array with another one from the pool.
* - Note: Upon clearing, the existing array is not sent back to the pool until there are zero enumerators.
*
* Enumeration:
* - Multiple threads can enumerate while in read mode. The enumerator will Interlocked.Increment a read counter.
* - Upon dispose of the enumerator, the read counter will be lowered with an Interlocked.Decrement
* - When the read counter reaches 0, if there is a cleared array, the array is sent back to the pool zeroed.
*
* Notes:
* - Elements can never be removed.
*
* How is this different from ConcurrentQueue?
* The functionality is very similar, except the constraints allow the implementation to be done without locks.
* Since this implementation uses pooled arrays, allocations will approach zero over time.
**********************************************************************************************************************
*/
public static ConcurrentQueue<Type> SerializedTypes { get; } = new();
public static void Save()
{
if (WorldState != WorldState.Running)
{
return;
}
WaitForWriteCompletion(); // Blocks Save until current disk flush is done.
_diskWriteHandle.Reset();
WorldState = WorldState.PendingSave;
ThreadPool.QueueUserWorkItem(Preserialize);
}
private static void Preserialize(object state)
{
var tempPath = PathUtility.EnsureRandomPath(_tempSavePath);
try
{
// Allocate the heaps for the GC
foreach (var worker in _threadWorkers)
{
worker.AllocateHeap();
}
WakeSerializationThreads();
Core.RequestSnapshot(tempPath);
}
catch (Exception ex)
{
logger.Error(ex, "Preparing to save world {Status}", "failed");
Persistence.TraceException(ex);
BroadcastStaff(0x35, true, "Preparing for a world save failed! Check the logs!");
}
}
internal static void Snapshot(string snapshotPath)
{
if (WorldState != WorldState.PendingSave)
{
return;
}
NetState.FlushAll();
WorldState = WorldState.Saving;
Broadcast(0x35, true, "The world is saving, please wait.");
logger.Information("Saving world");
var watch = Stopwatch.StartNew();
Exception exception = null;
try
{
_serializationStart = Core.Now;
Persistence.SerializeAll();
PauseSerializationThreads();
EventSink.InvokeWorldSave();
}
catch (Exception ex)
{
exception = ex;
}
WorldState = WorldState.WritingSave;
ThreadPool.QueueUserWorkItem(WriteFiles, snapshotPath);
watch.Stop();
if (exception == null)
{
var duration = watch.Elapsed.TotalSeconds;
logger.Information("Saving world {Status} ({Duration:F2} seconds)", "done", duration);
Broadcast(0x35, true, $"World save completed in {duration:F2} seconds.");
}
else
{
logger.Error(exception, "Saving world {Status}", "failed");
Persistence.TraceException(exception);
BroadcastStaff(0x35, true, "World save failed! Check the logs!");
}
}
private static readonly HashSet<Type> _typesSet = [];
private static void WriteFiles(object state)
{
var snapshotPath = (string)state;
try
{
var watch = Stopwatch.StartNew();
logger.Information("Writing world save snapshot");
// Dedupe the types
while (SerializedTypes.TryDequeue(out var type))
{
_typesSet.Add(type);
}
Persistence.WriteSnapshotAll(snapshotPath, _typesSet);
_typesSet.Clear();
try
{
EventSink.InvokeWorldSavePostSnapshot(SavePath, snapshotPath);
PathUtility.MoveDirectoryContents(snapshotPath, SavePath);
Directory.SetLastWriteTimeUtc(SavePath, Core.Now);
}
catch (Exception ex)
{
Persistence.TraceException(ex);
}
watch.Stop();
logger.Information("Writing world save snapshot {Status} ({Duration:F2} seconds)", "done", watch.Elapsed.TotalSeconds);
}
catch (Exception ex)
{
logger.Error(ex, "Writing world save snapshot failed");
Persistence.TraceException(ex);
BroadcastStaff(0x35, true, "Writing world save snapshot failed! Check the logs!");
}
// Clear types
SerializedTypes.Clear();
_diskWriteHandle.Set();
Core.LoopContext.Post(FinishWorldSave);
}
private static void FinishWorldSave()
{
WorldState = WorldState.Running;
Persistence.PostWorldSaveAll(); // Process decay and safety queues
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static void WakeSerializationThreads()
{
for (var i = 0; i < _threadWorkers.Length; i++)
{
_threadWorkers[i].Wake();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static void PauseSerializationThreads()
{
for (var i = 0; i < _threadWorkers.Length; i++)
{
_threadWorkers[i].Sleep();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static int GetThreadWorkerCount() => Math.Max(Environment.ProcessorCount - 1, 1);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static void ResetRoundRobin() => _threadId = 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static void PushToCache(IGenericSerializable e)
{
_threadWorkers[_threadId++].Push(e);
if (_threadId == _threadWorkers.Length)
{
_threadId = 0;
}
}
public static void ExitSerializationThreads()
{
for (var i = 0; i < _threadWorkers.Length; i++)
{
_threadWorkers[i]?.Exit();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Item FindItem(Serial serial, bool returnDeleted = false) => _itemPersistence.Find(serial, returnDeleted);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Mobile FindMobile(Serial serial, bool returnDeleted = false) =>
_mobilePersistence.Find(serial, returnDeleted);
// Legacy: Only used for retrieving Items and Mobiles.
public static void AddEntity(IEntity entity)
{
if (entity is Item item)
{
_itemPersistence.AddEntity(item);
}
else if (entity is Mobile mobile)
{
_mobilePersistence.AddEntity(mobile);
}
else
{
logger.Warning("Attempted to call World.AddEntity with '{Entity}'. Must be a mobile or item.", entity.GetType());
}
}
public static void RemoveEntity(IEntity entity)
{
if (entity is Item item)
{
_itemPersistence.RemoveEntity(item);
}
else if (entity is Mobile mobile)
{
_mobilePersistence.RemoveEntity(mobile);
}
else
{
logger.Warning($"Attempted to call World.RemoveEntity with '{entity.GetType()}'. Must be a mobile or item.");
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static BaseGuild FindGuild(Serial serial) => _guildPersistence.Find(serial);
public static void AddGuild(BaseGuild guild) => _guildPersistence.AddEntity(guild);
public static void RemoveGuild(BaseGuild guild) => _guildPersistence.RemoveEntity(guild);
// Legacy: Only used for retrieving Items and Mobiles.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static IEntity FindEntity(Serial serial, bool returnDeleted = false) =>
FindEntity<IEntity>(serial, returnDeleted);
// Legacy: Only used for retrieving Items and Mobiles.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static T FindEntity<T>(Serial serial, bool returnDeleted = false)
where T : class, IEntity
{
if (serial.IsItem)
{
return _itemPersistence.Find(serial, returnDeleted) as T;
}
return _mobilePersistence.Find(serial, returnDeleted) as T;
}
private class ItemPersistence : GenericEntityPersistence<Item>
{
public ItemPersistence() : base("Items", 2, ItemOffset, MaxItemSerial)
{
}
public override void PostDeserialize()
{
base.PostDeserialize();
foreach (var item in EntitiesBySerial.Values)
{
if (item.Parent == null)
{
item.UpdateTotals();
}
item.ClearProperties();
}
}
public override void Serialize()
{
foreach (var item in EntitiesBySerial.Values)
{
if (item.CanDecay() && item.LastMoved + item.DecayTime <= _serializationStart)
{
EnqueueForDecay(item);
}
PushToCache(item);
}
}
public override void PostWorldSave()
{
ProcessDecay(); // Run this before the safety queue
base.PostWorldSave();
}
}
private class MobilePersistence : GenericEntityPersistence<Mobile>
{
public MobilePersistence() : base("Mobiles", 1, 1, MaxMobileSerial)
{
}
public override void PostDeserialize()
{
base.PostDeserialize();
foreach (var m in EntitiesBySerial.Values)
{
m.UpdateRegion(); // Is this really needed?
m.UpdateTotals();
m.ClearProperties();
}
}
}
}