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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@@ -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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