From e3cba66284c536b40fa9c6a1854fc62a3bb351da Mon Sep 17 00:00:00 2001
From: Kamron Batman <3953314+kamronbatman@users.noreply.github.com>
Date: Fri, 13 Mar 2026 23:53:49 -0700
Subject: [PATCH] feat: Adds dynamic thread idle to address CPU usage (#2370)
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## Summary
- **Timer-aware idle sleep**: Exposes `Timer.MillisecondsUntilNextTick()` to calculate remaining ms until the next timer wheel tick (0–8ms). The game loop sleeps for that duration minus a 1ms safety margin, instead of spinning at 100% CPU.
- **I/O completion wakeup**: Replaces `Thread.Sleep` with `NetState.WaitForCompletion()`, which uses platform-native completion notification (RIO `RIONotify` on Windows, `eventfd` on Linux, `kevent` timeout on macOS) to wake immediately when network data arrives during sleep.
- **Always-on**: Removes the debug-only `core.enableIdleCPU` config gate. The sleep is self-regulating — under load, `MillisecondsUntilNextTick` returns 0 so no sleep occurs (zero overhead). On idle, CPU drops from ~100% to ~1%.
- **CPS calculation cleanup**: Replaces the 128-element ring buffer with an EMA (exponential moving average) for `CyclesPerSecond`/`AverageCPS` — fewer allocations, no LINQ `.Average()` call each sample.
- **IORingGroup 1.0.6**: Adds `WaitForCompletion(int timeoutMs)` to the `IIORingGroup` interface with platform implementations:
- **Windows**: `RIONotify` arms the CQ event, `WaitForSingleObject` with timeout
- **Linux**: `eventfd` registered with io_uring, `poll()` with timeout
- **macOS**: `kevent()` with timeout
## Test plan
- [ ] Build succeeds on all platforms (`dotnet build`)
- [ ] Empty server: verify CPU usage drops from ~100% to ~1% idle
- [ ] Loaded server: verify no added latency — `MillisecondsUntilNextTick` returns 0 when timers are firing, sleep is skipped
- [ ] Connect a client during idle — verify connection accepted within one timer tick (~8ms)
- [ ] Verify `[admin` gump shows reasonable CPS values (EMA convergence)
---
Projects/Server/Main.cs | 43 +++++++++----------
.../Network/NetState/NetState.Network.cs | 10 +++++
Projects/Server/Server.csproj | 2 +-
Projects/Server/Timer/Timer.TimerWheel.cs | 3 ++
4 files changed, 35 insertions(+), 23 deletions(-)
diff --git a/Projects/Server/Main.cs b/Projects/Server/Main.cs
index cdd1174a7..1eabf25fc 100644
--- a/Projects/Server/Main.cs
+++ b/Projects/Server/Main.cs
@@ -110,12 +110,13 @@ public static class Core
public static long Uptime => TickCount - _firstTick;
- private static long _cycleIndex;
- private static readonly double[] _cyclesPerSecond = new double[128];
+ private static double _currentCPS;
+ private static double _averageCPS;
+ private static bool _cpsInitialized;
- public static double CyclesPerSecond => _cyclesPerSecond[_cycleIndex];
+ public static double CyclesPerSecond => _currentCPS;
- public static double AverageCPS => _cyclesPerSecond.Average();
+ public static double AverageCPS => _averageCPS;
public static string BaseDirectory
{
@@ -454,20 +455,12 @@ public static class Core
public static void RunEventLoop()
{
-#if DEBUG
- const bool isDebugMode = true;
-#else
- const bool isDebugMode = false;
-#endif
-
- var idleCPU = ServerConfiguration.GetSetting("core.enableIdleCPU", isDebugMode);
-
try
{
- var cycleCount = _cyclesPerSecond.Length;
- var last = _tickCount;
+ var lastRaw = Stopwatch.GetTimestamp();
const int interval = 100;
double frequency = Stopwatch.Frequency * interval;
+ const double alpha = 2.0 / 129; // EMA smoothing (≈128-sample window)
var sample = 0;
@@ -504,20 +497,26 @@ public static class Core
if (sample++ == interval)
{
sample = 0;
- var now = GetTimestamp();
+ var nowRaw = Stopwatch.GetTimestamp();
- var cyclesPerSecond = frequency / (now - last);
- _cyclesPerSecond[_cycleIndex++] = cyclesPerSecond;
- if (_cycleIndex == cycleCount)
+ _currentCPS = frequency / (nowRaw - lastRaw);
+
+ if (!_cpsInitialized)
{
- _cycleIndex = 0;
+ _averageCPS = _currentCPS;
+ _cpsInitialized = true;
+ }
+ else
+ {
+ _averageCPS += alpha * (_currentCPS - _averageCPS);
}
- last = now;
+ lastRaw = nowRaw;
- if (idleCPU && cyclesPerSecond > 125)
+ var sleepMs = (int)Timer.MillisecondsUntilNextTick(_tickCount);
+ if (sleepMs >= 2)
{
- Thread.Sleep(2);
+ NetState.WaitForCompletion(sleepMs - 1);
}
}
}
diff --git a/Projects/Server/Network/NetState/NetState.Network.cs b/Projects/Server/Network/NetState/NetState.Network.cs
index 8065cc997..9bfd39673 100644
--- a/Projects/Server/Network/NetState/NetState.Network.cs
+++ b/Projects/Server/Network/NetState/NetState.Network.cs
@@ -57,6 +57,16 @@ public partial class NetState
///
public static IIORingGroup Ring => _socketManager?.Ring;
+ ///
+ /// Waits for network I/O completions or until the specified timeout expires.
+ /// Used by the game loop to sleep efficiently while remaining responsive to network events.
+ ///
+ /// Maximum time to wait in milliseconds.
+ public static void WaitForCompletion(int timeoutMs)
+ {
+ _socketManager?.WaitForCompletion(timeoutMs);
+ }
+
///
/// Gets the listening addresses that the server is bound to.
///
diff --git a/Projects/Server/Server.csproj b/Projects/Server/Server.csproj
index c61980df3..02f6974eb 100644
--- a/Projects/Server/Server.csproj
+++ b/Projects/Server/Server.csproj
@@ -34,7 +34,7 @@
-
+
diff --git a/Projects/Server/Timer/Timer.TimerWheel.cs b/Projects/Server/Timer/Timer.TimerWheel.cs
index ca8dd3862..8c9dc47fd 100644
--- a/Projects/Server/Timer/Timer.TimerWheel.cs
+++ b/Projects/Server/Timer/Timer.TimerWheel.cs
@@ -62,6 +62,9 @@ public partial class Timer
}
}
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static long MillisecondsUntilNextTick(long tickCount) => Math.Max(0, _tickRate - (tickCount - _lastTickTurned));
+
private static void Turn()
{
var turnNextWheel = false;