Load-time attribution: the minute is the renderers' entity-make streams
Measured (loadphase markers + queue blocker dump): renderer LoadMission 31ms, model loads 0.2s -- the teal->green minute is the LoadingMission ready-gate (IsPriorityEmpty counts timed events too) waiting out the THREE renderers' entity-make streams: every entity/subsystem creation posts message 3 to each Renderer receiver (classIDs 8/30/36 = video/audio/gauge), hundreds deep per queue, draining across the whole window (the audio renderer's share is why sound starts mid-load). Instrumentation kept: [loadphase] markers (renderer span + busy-pass counter) always on; GeneralEventQueue::DumpBlockers + the class-named DumpData fallback behind BT_LOAD_DIAG=1 (hundreds of lines per load). Optimizing the drain (batching/budget) is an open perf item -- deliberately untouched before the 8-player night. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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0ef5a3c4e1
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7b3e76db38
@@ -437,6 +437,18 @@ phase). Plan: `~/.claude/plans/partitioned-snuggling-piglet.md`.
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from take 2's commit is UNPROVEN -- the measured fact is just that loads outlive any fixed
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cap; the counter design is correct under either reading. Residual: WHY loads take 1-2+ min
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on the operator box (vs ~30s earlier same day) is an open perf question ([loadobj] timings).
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- **WHERE THE LOAD MINUTE GOES (2026-07-22) [T2, measured]**: teal->green (egg receipt ->
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WaitingForLaunch/READY) measured 58s on the operator box uncontended, ~28s on a quieter run.
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Attribution (loadphase markers + queue dump): renderer LoadMission = **31ms**, model loads =
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**0.2s** -- essentially ALL the time is the LoadingMission ready-gate
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(`CheckLoadMessageHandler` requires `IsPriorityEmpty(MinEventPriority)`, which counts TIMED
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events too) waiting out the **three renderers' entity-make streams**: every entity/subsystem
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creation posts a make message (message 3) to each Renderer receiver (classIDs 8/30/36 =
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video/audio/gauge), hundreds deep per queue, draining over the whole window (the audio
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renderer's share is why sound starts mid-load). Optimization (batch the makes / profile
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per-event cost) is an OPEN perf item -- deliberately not attempted pre-8-player-night.
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Diags: `[loadphase]` markers always on; the full queue dump gates on `BT_LOAD_DIAG=1`;
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`GeneralEventQueue::DumpBlockers` + the named fallback in `Event::DumpData`.
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- **READY LIGHT (2026-07-22) [T2, live-verified]**: the roster showed "registered" for a
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still-loading pod and a ready one alike. When the app ladder reaches WaitingForLaunch
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(APP.cpp CheckLoad transition) the pod sends ONE empty route **-10** frame on its live relay
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@@ -1377,9 +1377,17 @@ void
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static int s_busy_passes = 0;
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++s_busy_passes;
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if ((s_busy_passes % 5) == 1)
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{
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DEBUG_STREAM << "[loadphase] CheckLoad: event queue still busy"
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<< " (pass " << s_busy_passes << ") t=" << GetTickCount()
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<< std::endl << std::flush;
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// full queue dump is VERBOSE (hundreds of lines per load) --
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// finding of record: the blockers are the three renderers'
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// entity-make streams (message 3 for Renderer, classIDs
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// 8/30/36) -- re-enable to re-verify
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if (getenv("BT_LOAD_DIAG") != NULL)
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eventQueue->DumpBlockers(MinEventPriority);
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}
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}
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if (eventQueue->IsPriorityEmpty(MinEventPriority))
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{
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+28
-1
@@ -295,7 +295,9 @@ void
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else
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{
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Vanilla_Message:
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DEBUG_STREAM << "Message " << messageToSend->messageID << " for object of classID " << target->GetClassID() << std::endl << std::flush;
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DEBUG_STREAM << "Message " << messageToSend->messageID << " for "
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<< (target->GetDerivation() ? target->GetDerivation()->className : "?")
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<< " (classID " << target->GetClassID() << ")" << std::endl << std::flush;
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}
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}
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@@ -718,6 +720,31 @@ Logical
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return !i.GetCurrent() && !j.GetCurrent();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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GeneralEventQueue::DumpBlockers(int priority)
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{
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Check(this);
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Verify(priority >= 0 && priority < priorityLevels);
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ChainIteratorOf<AbstractEvent*> pending(this[priority].pendingEvents);
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AbstractEvent *event;
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while ((event = pending.GetCurrent()) != NULL)
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{
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DEBUG_STREAM << "[loadphase] pending: " << std::flush;
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event->DumpData();
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pending.Next();
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}
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ChainIteratorOf<AbstractEvent*> timed(this[priority].timedEvents);
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while ((event = timed.GetCurrent()) != NULL)
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{
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DEBUG_STREAM << "[loadphase] timed(+"
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<< (float)(event->alarmTime - Now()) << "s): " << std::flush;
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event->DumpData();
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timed.Next();
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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@@ -230,6 +230,11 @@ public:
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Logical
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IsPriorityEmpty(int priority);
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// LOAD-ATTRIBUTION DIAG (2026-07-22): name every event holding a
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// priority level non-empty (the LoadingMission ready-gate blocker hunt).
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void
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DumpBlockers(int priority);
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Logical
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ProcessOneEvent(int min_priority=0);
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void
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