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>
This commit is contained in:
Erik 2026-06-22 15:39:50 +02:00
parent 6e78fcd7f6
commit 76c7b1594b
2 changed files with 65 additions and 3 deletions

View file

@ -0,0 +1,33 @@
using AcDream.Core.Net;
using Xunit;
namespace AcDream.Core.Net.Tests;
/// <summary>
/// #2 flood-timeslice: the per-frame inbound drain is bounded to a wall-clock budget once
/// in-world so a CreateObject flood can't monopolize the update loop. These cover the pure
/// gate decision (<see cref="WorldSession.InboundBudgetExceeded"/>); the FIFO tail-drain is
/// standard <c>Channel</c> behavior and is verified live.
/// </summary>
public sealed class WorldSessionInboundBudgetTests
{
[Fact]
public void InWorld_overBudget_stops()
=> Assert.True(WorldSession.InboundBudgetExceeded(
WorldSession.State.InWorld, startTicks: 100, nowTicks: 250, budgetTicks: 100));
[Fact]
public void InWorld_atBudgetBoundary_stops()
=> Assert.True(WorldSession.InboundBudgetExceeded(
WorldSession.State.InWorld, startTicks: 0, nowTicks: 100, budgetTicks: 100));
[Fact]
public void InWorld_underBudget_continues()
=> Assert.False(WorldSession.InboundBudgetExceeded(
WorldSession.State.InWorld, startTicks: 0, nowTicks: 99, budgetTicks: 100));
[Fact]
public void NotInWorld_neverBounds_soTheHandshakeDrainsFully()
=> Assert.False(WorldSession.InboundBudgetExceeded(
WorldSession.State.Disconnected, startTicks: 0, nowTicks: 1_000_000, budgetTicks: 100));
}