acdream/src
Erik 11106c70e7 perf #418: publish landblocks under the meter, not one per streaming tick
Phase-1 measurement (new [publish-timing]/[stream-tick] probe surfaces,
ACDREAM_PROBE_REVEAL_TIMING=1) refuted the ~31 ms-per-admission
hypothesis: the hold runs at ~64 fps with the streaming tick at ~32 Hz,
the whole 625-block window costs only ~500 ms of publication CPU (far
blocks ~0.17 ms, near 2-43 ms), and steady state showed ZERO meter
yields with ~0.22 ms of the 2 ms budget used - yet exactly one block
published per tick against a ~400-deep completion queue.

The real limiter: Runtime's collision-generation activation is a
deliberate two-poll transaction (the first
TryAcquireCollisionPrefixMutationPermission poll parks residents and
refuses by design), and LandblockPresentationPipeline.Advance's metered
arm returned Completed=false on ANY nonterminal commit, which
DrainAndApply treats as end-of-frame. One landblock per 32 Hz tick =
the flat 32/s, with the authored budget ~90% idle.

Fix: the metered arm now uses the same Runtime-owned gate the unmetered
arm and the synchronous CompletePublication API always used
(CanContinueMutationSynchronously). The second poll runs in the same
frame under the same meter, so the unchanged 2 ms elapsed-time ceiling
is now genuinely the authoritative per-frame bound; with any real debt
(live residents parked mid-game, pending withdrawals, dispatch backlog)
publication defers to the next frame exactly as before. No budget
values change, no reveal-gate/readiness change, and the streamed result
is byte-identical - only the frame scheduling of identical operations.

Measured A/B (this binary, two runs): totalMs 12689 / 12734 vs baseline
26728/27395/27503; loaded slope 32/s -> bursts of 100-360/s, 625/625 in
~6-7 s vs ~23 s. The remaining ~12.7 s floor is fully attributed in
docs/ISSUES.md: ~8 s of real budgeted readiness work plus retail's
authored tunnel exit (TunnelContinue 2-5 s + two 1 s fades, golden
constants), so the <12 s acceptance needs a lead decision on the
hold-time budget, not another hidden limiter.

New regression pin:
MeteredLoaded_NonterminalCommitWithoutDebt_CompletesInOneMeteredAdvance.
Gates: Release build 0 errors; App tests 5576/3 skips/0 failed;
Runtime tests 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 20:11:35 +02:00
..
AcDream.App perf #418: publish landblocks under the meter, not one per streaming tick 2026-08-17 20:11:35 +02:00
AcDream.Bake fix(launcher): guard orphan bake publication 2026-08-14 21:02:27 +02:00
AcDream.Cli perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
AcDream.Content fix(chargen): Campaign CC gate round 1 closeout — Group 2: Skills page four-bucket model 2026-08-16 15:33:39 +02:00
AcDream.Core feat(ui): inventory/shortcut/paperdoll item-name tooltips — UIElement_UIItem::UpdateTooltip port 2026-08-16 23:02:10 +02:00
AcDream.Core.Net feat(session): the in-world logoff — LogOut animation, reverse wormhole, live return to character select 2026-08-17 14:02:40 +02:00
AcDream.Headless fix(ui): night-round review — F2 HouseQuery fires at login, not tab-open 2026-08-17 04:28:46 +02:00
AcDream.Launcher fix(launcher): Campaign LA gate-round-1 review findings F1-F6 + hardening 2026-08-15 08:19:23 +02:00
AcDream.Launcher.Core fix(chargen): Campaign CC gate round 1 closeout — Group 3: round review fixes (F4-F11, F14, F16) 2026-08-16 15:34:07 +02:00
AcDream.Platform fix(launcher): guard orphan bake publication 2026-08-14 21:02:27 +02:00
AcDream.Plugin.Abstractions fix(plugins): close LA5 host lifecycle review 2026-08-14 19:05:13 +02:00
AcDream.Plugins.Smoke feat(app): wire IGameState+IEvents into Program and SmokePlugin 2026-04-10 20:31:50 +02:00
AcDream.Runtime fix #417: world ambience kept playing at character select after the in-world logoff 2026-08-17 18:46:04 +02:00
AcDream.UI.Abstractions fix(ui): #409 tooltip review fix round — F1-F11 2026-08-16 20:54:15 +02:00