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
+28 -1
View File
@@ -295,7 +295,9 @@ void
else
{
Vanilla_Message:
DEBUG_STREAM << "Message " << messageToSend->messageID << " for object of classID " << target->GetClassID() << std::endl << std::flush;
DEBUG_STREAM << "Message " << messageToSend->messageID << " for "
<< (target->GetDerivation() ? target->GetDerivation()->className : "?")
<< " (classID " << target->GetClassID() << ")" << std::endl << std::flush;
}
}
@@ -718,6 +720,31 @@ Logical
return !i.GetCurrent() && !j.GetCurrent();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
GeneralEventQueue::DumpBlockers(int priority)
{
Check(this);
Verify(priority >= 0 && priority < priorityLevels);
ChainIteratorOf<AbstractEvent*> pending(this[priority].pendingEvents);
AbstractEvent *event;
while ((event = pending.GetCurrent()) != NULL)
{
DEBUG_STREAM << "[loadphase] pending: " << std::flush;
event->DumpData();
pending.Next();
}
ChainIteratorOf<AbstractEvent*> timed(this[priority].timedEvents);
while ((event = timed.GetCurrent()) != NULL)
{
DEBUG_STREAM << "[loadphase] timed(+"
<< (float)(event->alarmTime - Now()) << "s): " << std::flush;
event->DumpData();
timed.Next();
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Logical