#45 ROOT CAUSE + FIX: the gauge executive starves in MP -- panels froze at healthy fps

Instruments repaint via the background task pump, which authentically runs
ONLY in the frame's leftover time with a floor of ONE pump per frame; the
gauge renderer is 1 of ~7 round-robin tasks and each turn advances ONE gauge
of ~140 active, with the rate mask advancing once per full sweep.  On a busy
MP mission the foreground eats the whole frame budget, the floor becomes the
norm, and the whole instrument stack rotates once in MINUTES at perfect fps:
comms-panel K/D stuck at 0, recharge tickers frozen, while the tallies and
their replication underneath were exactly right.  Measured: 4-node bench at
70-90 fps gave the PilotList ~2 Execute turns in six minutes.

Fix, both env-tunable, authentic behavior restorable:
  BT_BG_MIN      (APPMGR.cpp, default 32, 0=authentic)  minimum background
                 pumps per frame regardless of slack;
  BT_GAUGE_BATCH (GAUGREND.cpp, default 32, 1=authentic) gauges advanced per
                 gauge-renderer turn (a visit is only a rate-mask check
                 unless the gauge is due).
Verified 4-node self-damage bench: sweeps 0.006/s -> 18-20/s, PilotList ~10
Exec/s, ALL FOUR panels tracked every death live (0->11) within ~1s, bg cost
2-4 ms/frame, respawn ledger clean (40 cycles, 0 swallow / 0 mismatch).

Also: BT_PERF now reports gaugeTurns/sweeps/active alongside bgTasks;
BT_AF_PERIOD now throttles the missile autofire group too (unthrottled spam
trips the documented FailureHeat all-weapons brick, which froze run 1 of the
cross-fire bench).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Joe DiPrima
2026-07-30 11:22:47 -05:00
co-authored by Claude Fable 5
parent bfa1b04990
commit 494f32efb4
5 changed files with 106 additions and 3 deletions
+17
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@@ -682,6 +682,23 @@ BitMap-strip lamp drew `SetColor(0)` + `DrawBitMapOpaque(0,…)` = invisible. Hi
Also corrected: @004c552c is OneOfSeveralStates' **Execute** override (clamp ≥0, chain base),
not `BecameActive` — vtable-diffed.
## The gauge EXECUTIVE — why panels froze in MP, and the fix (#45 root, 2026-07-30) [T0 engine / T2 verified]
Instruments repaint via the BACKGROUND task pump (`APPMGR.cpp RunMissions`): after sim+render, the
loop pumps `BackgroundTasks::Execute()` (ONE task per pump, ~7 tasks round-robin: net, events,
audio, GAUGES, …) **only until the frame deadline** — the gauge renderer's turn advances **one
gauge** of the active list (`ProcessOneActiveGauge`, ~140 active), and the 16-bit `GaugeRate`
mask advances once per FULL sweep (so "rate D = every 4th frame" is really every 4th SWEEP).
On a busy MP mission the foreground eats the whole frame budget → 1 pump/frame → a full
instrument rotation took MINUTES at perfectly healthy fps: comms-panel K/D stuck at 0, recharge
tickers frozen — while the underlying tallies (and their replication) were exactly right. This
is the real root of the field "panels don't update in MP" (#45's display half).
**Fix (both env-tunable):** `BT_BG_MIN` (APPMGR.cpp, default 32, 0=authentic) guarantees a
minimum pump floor per frame; `BT_GAUGE_BATCH` (GAUGREND.cpp, default 32, 1=authentic) advances
a batch of gauges per gauge turn (a visit is only a rate-mask check unless due). Verified
4-node: sweeps 0.006/s → **18-20/s**, PilotList ~10 Exec/s, all four panels tracked every death
within ~1s, bg cost 2-4 ms/frame. Diagnostics: `BT_PERF=1` → `[perf] … bgTasks/gaugeTurns/
sweeps/active` 1 Hz (APPMGR.cpp); `[score] panel DRAW` edge log (btl4gau3.cpp, BT_SCORE_LOG).
## Key Relationships
- Full history: `docs/GAUGE_COMPOSITE.md`; reticle recovery: `phases/phase-02-dpl2d-reticle.md`.
- Uses: [[attribute-pointer]] + [[reconstruction-gotchas]]; reads [[subsystems]] state.
+12
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@@ -761,6 +761,18 @@ register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTOR
numbers no longer point at that code).
## Multiplayer (Phase 7 / P6)
- **Cross-fire bench opens (2026-07-30, first real-weapons 4-node runs).** (a) COMBAT STALL: all
firing and dying ceased ~3 min in (run 2, throttled `BT_AF_PERIOD=7`) with everyone alive,
subsystems healthy, and fps fine — engagement/heat state needs a logging pass (`BT_GOTO_LOG`
+ heat probes); run 1's max-spam stall was the documented FailureHeat all-weapons brick.
(b) NODE CRASH: one instance died silently mid-run (no SEH line, no WER record; last log line
= audio census; yesterday's WER archive holds 3× `OpenAL32.dll` abort `0x40000015` and WER
dedups repeats — suspect the audio-pool thread). procdump harness now wired into
`scratchpad/night6/mp4_cross.sh`; did NOT recur under throttled fire. (c) VERIFIED GOOD: 4
deaths ↔ 4 kills credited to the right shooters (incl. a mutual kill), `NOCREDIT`=0, cross-
machine damage applied on victims' masters with correct attribution; one kill credit arrived
17 s late (`SCORE type=2`) — the deferred ScoreMessage reroute path, watch it.
- **Gitea #12 MP incident (2026-07-19) — root causes found; BOTH FIXES LANDED 2026-07-19
(awaiting the human MP death-and-survive verification).** Findings [T1/T2 — see the #12
comments + `scratchpad/incident_2157/`]: