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>
This commit is contained in:
arcattack
2026-07-22 20:41:36 -05:00
co-authored by Claude Opus 4.8
parent 0ef5a3c4e1
commit 7b3e76db38
4 changed files with 53 additions and 1 deletions
+8
View File
@@ -1377,9 +1377,17 @@ void
static int s_busy_passes = 0;
++s_busy_passes;
if ((s_busy_passes % 5) == 1)
{
DEBUG_STREAM << "[loadphase] CheckLoad: event queue still busy"
<< " (pass " << s_busy_passes << ") t=" << GetTickCount()
<< std::endl << std::flush;
// full queue dump is VERBOSE (hundreds of lines per load) --
// finding of record: the blockers are the three renderers'
// entity-make streams (message 3 for Renderer, classIDs
// 8/30/36) -- re-enable to re-verify
if (getenv("BT_LOAD_DIAG") != NULL)
eventQueue->DumpBlockers(MinEventPriority);
}
}
if (eventQueue->IsPriorityEmpty(MinEventPriority))
{