Files
BT411/engine/MUNGA/APPMGR.cpp
T
Joe DiPrimaandClaude Fable 5 494f32efb4 #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>
2026-07-30 11:22:47 -05:00

274 lines
7.2 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "appmgr.h"
HWND ghWnd = 0;
ApplicationManager* ApplicationManager::CurrentAppManager = NULL;
ApplicationManager::ApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate) : Node(ApplicationManagerClassID), runningApplications(this)
{
frameRate = frame_rate;
frameDuration = 1.0f/frameRate;
mHInstance = hInstance;
ghWnd = hWnd;
ApplicationManager::CurrentAppManager = this;
Check_Fpu();
}
ApplicationManager::~ApplicationManager()
{
}
void ApplicationManager::StartApplication(Application *new_app)
{
Check(this);
Check(new_app);
runningApplications.Add(new_app);
application = new_app;
new_app->Initialize();
}
//
//#############################################################################
// RunMissions
//#############################################################################
//
void ApplicationManager::RunMissions()
{
Check(this);
int backgroundTasksRun = 0;
int foregroundTasksRun = 0;
Time beginFrameTimestamp, lastFrameTimestamp;
MSG msg;
SChainIteratorOf<Application*> current_application(runningApplications);
SChainOf<Application*> endedApplications(NULL);
SChainIteratorOf<Application*> endingApplication(endedApplications);
Start_Of_Frame:
backgroundTasksRun = 0;
foregroundTasksRun = 0;
beginFrameTimestamp = Now();
current_application.First();
lastFrameTimestamp = Now();
Time end_of_frame = Now();
end_of_frame += frameDuration;
#if defined(LAB_ONLY)
int bad_count = 0;
#endif
//
//----------------------------------
// Run all relevant foreground loops
//----------------------------------
//
Time startForeground = Now();
while ((application = current_application.ReadAndNext()) != NULL)
{
Check(application);
foregroundTasksRun++;
if (!application->ExecuteForeground(end_of_frame, frameDuration))
{
if (!application->Shutdown(current_application.GetSize()))
{
endedApplications.Add(application);
if (current_application.GetCurrent() == NULL)
{
current_application.Last();
} else
{
current_application.Previous();
}
current_application.Remove();
}
}
}
Time endForeground = Now();
//
//-----------------------------------------------------------------------
// Check the Windows message queue for messages to be processed
//-----------------------------------------------------------------------
//
//InvalidateRect(ghWnd, NULL, false);
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
{
endingApplication.First();
while (application = endingApplication.ReadAndNext())
{
application->Terminate();
delete application;
}
return;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
//
//-----------------------------------------------------------------------
// Run all relevant background loops until it is time for the next frame.
// If no applications remain, exit the whole loop
//-----------------------------------------------------------------------
//
current_application.First();
application = current_application.GetCurrent();
if (!application)
{
endingApplication.First();
while (application = endingApplication.ReadAndNext())
{
application->Terminate();
delete application;
}
return;
}
do
{
while (application->GetNetworkManager()->RoutePacket())
;
current_application.Next();
application = current_application.GetCurrent();
} while (application);
current_application.First();
application = current_application.GetCurrent();
if (!application)
{
endingApplication.First();
while (application = endingApplication.ReadAndNext())
{
application->Terminate();
delete application;
}
return;
}
//
//------------------------------------------------------------------
// Give each application a chance to do at least one background task
//------------------------------------------------------------------
//
Time startBackground = Now();
Background_Loop:
do
{
Check(application);
application->ExecuteBackgroundTask();
backgroundTasksRun++;
//
// Move to the next application
//
current_application.Next();
application = current_application.GetCurrent();
} while (application);
//
//---------------------------------------------------------------------
// If time remains before the next frame is due, do another pass on the
// background tasks
//---------------------------------------------------------------------
//
Time t2 = Now();
Time lateTime = Now();
lateTime += 15L;
current_application.First();
application = current_application.GetCurrent();
//
// BT MINIMUM BACKGROUND FLOOR (#45 root cause, 2026-07-30). Authentically
// the background tasks run ONLY in the frame's leftover time, with a floor
// of a single pump per frame -- fine on a 1995 pod (one app, designed
// slack), but on a busy MP mission the foreground eats the whole frame
// budget, the floor becomes the norm, and the GAUGE renderer (1 of ~7
// round-robin tasks, ONE gauge advanced per turn) starves: every cockpit
// instrument -- the comms-panel K/D columns, weapon recharge tickers --
// freezes at its last paint while the underlying values (and fps!) stay
// perfectly healthy. Measured: 4-node bench at 70-90 fps gave the
// PilotList ~2 Execute turns in SIX MINUTES. Guarantee a minimum number
// of pumps per frame so a full instrument rotation completes in ~1s
// regardless of slack; the added worst-case cost is bounded and small.
// BT_BG_MIN overrides (0 = authentic slack-only behavior).
//
{
static int s_bgMin = -1;
if (s_bgMin < 0)
{
const char *e = getenv("BT_BG_MIN");
s_bgMin = e ? atoi(e) : 32;
if (s_bgMin < 0) s_bgMin = 0;
if (s_bgMin > 256) s_bgMin = 256;
}
if (backgroundTasksRun < s_bgMin)
goto Background_Loop;
}
if (t2 < end_of_frame)
{
#if defined(LAB_ONLY)
if (end_of_frame - t2 > 0.1f)
{
DEBUG_STREAM << t2 << ',' << end_of_frame << endl << std::flush;
if (++bad_count == 1000)
{
Fail("End-of-frame cannot be correctly calculated!");
}
}
#endif
goto Background_Loop;
}
Time endBackground = Now();
// BT perf probe (env BT_PERF): 1-Hz frame breakdown.
{
static int s_perf = -1;
if (s_perf < 0) { const char *e = getenv("BT_PERF"); s_perf = (e && *e != '0') ? 1 : 0; }
if (s_perf)
{
static Time s_lastP = Now();
if (Now() - s_lastP >= 1.0f)
{
s_lastP = Now();
// gauge-executive rotation health (#45): turns = one-gauge
// Updates and sweeps = full active-list passes SINCE THE LAST
// PRINT (~1s); active = the instrument roster size. A frozen
// panel shows here as sweeps=0.
extern int gBTGaugeTurns, gBTGaugeSweeps, gBTGaugeActive;
DEBUG_STREAM << "[perf] frame=" << (float)(Now() - beginFrameTimestamp)
<< " fg=" << (float)(startBackground - beginFrameTimestamp)
<< " bg=" << (float)(endBackground - startBackground)
<< " bgTasks=" << backgroundTasksRun
<< " gaugeTurns=" << gBTGaugeTurns
<< " sweeps=" << gBTGaugeSweeps
<< " active=" << gBTGaugeActive << "\n" << std::flush;
gBTGaugeTurns = 0;
gBTGaugeSweeps = 0;
}
}
}
//char str[256];
//Scalar lastFrameLength = Now() - beginFrameTimestamp;
//sprintf(str, "RPL4 - %.2f FPS", 1.0f / lastFrameLength);
//SetWindowTextA(ghWnd, str);
goto Start_Of_Frame;
}