fix(net): timeslice WorldSession.Tick inbound drain (#2 flood)
After a teleport ACE floods a town's CreateObjects; WorldSession.Tick drained the ENTIRE inbound queue every frame, each spawn hydrating mesh+textures under _datLock on the render thread — monopolizing the update loop for ~a minute and starving the streaming apply, so only the destination landblock loaded and neighbors trickled in (visible at high render-FPS because update/render are separate Silk.NET callbacks). Bound the per-frame drain to a ~4ms wall-clock budget once InWorld (handshake uses the blocking PumpOnce path, never Tick). A time budget self-adapts to the highly variable per-datagram cost; the tail stays queued (unbounded channel, FIFO) and drains over the next few frames. Acks are queued per packet BEFORE the heavy handler (WorldSession.cs:680), so deferring the tail only delays the tail's acks a few frames — within ACE's tolerance (holtburger defers acks on a flush cadence; verified in references/holtburger session/send.rs). Budget decision extracted as a pure testable static (4 unit tests). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 changed files with 65 additions and 3 deletions
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@ -1,4 +1,5 @@
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using System.Buffers.Binary;
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using System.Diagnostics;
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using System.Net;
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using System.Threading.Channels;
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using AcDream.Core.Combat;
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@ -590,22 +591,50 @@ public sealed class WorldSession : IDisposable
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_netThread.Start();
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}
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// Per-frame inbound time budget (#2 flood timeslice). On a teleport arrival ACE floods
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// a town's CreateObjects; draining them ALL in one Tick (each hydrates mesh + textures
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// under _datLock on the render thread) monopolized the update loop for ~a minute and
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// starved the streaming apply, so neighbor landblocks trickled in. A wall-clock budget
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// self-adapts to the highly variable per-datagram cost (cheap UpdatePosition vs an
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// expensive clothed CreateObject); the tail drains over the next few frames, FIFO
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// preserved, nothing lost (the inbox channel is unbounded). ~4ms leaves the rest of a
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// 60fps update frame for streaming + physics.
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private static readonly long InboundBudgetTicks = Stopwatch.Frequency / 1000 * 4;
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/// <summary>
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/// Non-blocking pump. Drains any datagrams buffered by the background
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/// net thread (Phase A.3), decodes them, and fires events. Call once
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/// per game-loop frame. Returns the number of datagrams processed.
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/// Non-blocking pump. Drains datagrams buffered by the background net thread (Phase A.3),
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/// decodes them, and fires events. Call once per game-loop frame. Once in-world the drain
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/// is bounded to ~4ms so a CreateObject flood can't monopolize the frame. Returns the
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/// number of datagrams processed.
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/// </summary>
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public int Tick()
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{
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int processed = 0;
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long start = Stopwatch.GetTimestamp();
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while (_inboundQueue.Reader.TryRead(out var bytes))
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{
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ProcessDatagram(bytes);
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processed++;
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// Bound ONLY in-world: the handshake uses the blocking PumpOnce path, never Tick
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// (the net thread that feeds _inboundQueue starts at Transition(State.InWorld)).
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// Acks are queued per packet inside ProcessDatagram BEFORE the heavy handler, so
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// deferring the tail only delays the tail's acks a few frames — within ACE's
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// tolerance (holtburger defers acks on a flush cadence). The tail stays queued
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// (unbounded channel, FIFO) and drains next frame.
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if (InboundBudgetExceeded(CurrentState, start, Stopwatch.GetTimestamp(), InboundBudgetTicks))
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break;
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}
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return processed;
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}
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/// <summary>
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/// Pure, testable decision for the per-frame inbound bound: stop draining only when
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/// in-world AND the elapsed Stopwatch ticks have reached the budget. Extracted so the
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/// gate logic is unit-tested without the ISAAC/decode/channel machinery.
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/// </summary>
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internal static bool InboundBudgetExceeded(State state, long startTicks, long nowTicks, long budgetTicks)
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=> state == State.InWorld && nowTicks - startTicks >= budgetTicks;
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/// <summary>
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/// Phase A.3: background receive loop. Runs on a dedicated daemon
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/// thread started at the end of <see cref="EnterWorld"/>. Continuously
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