feat: Adds dynamic thread idle to address CPU usage (#2370)
## 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)
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4 changed files with 35 additions and 23 deletions
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@ -110,12 +110,13 @@ public static class Core
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public static long Uptime => TickCount - _firstTick;
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private static long _cycleIndex;
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private static readonly double[] _cyclesPerSecond = new double[128];
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private static double _currentCPS;
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private static double _averageCPS;
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private static bool _cpsInitialized;
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public static double CyclesPerSecond => _cyclesPerSecond[_cycleIndex];
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public static double CyclesPerSecond => _currentCPS;
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public static double AverageCPS => _cyclesPerSecond.Average();
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public static double AverageCPS => _averageCPS;
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public static string BaseDirectory
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{
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@ -454,20 +455,12 @@ public static class Core
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public static void RunEventLoop()
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{
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#if DEBUG
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const bool isDebugMode = true;
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#else
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const bool isDebugMode = false;
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#endif
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var idleCPU = ServerConfiguration.GetSetting("core.enableIdleCPU", isDebugMode);
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try
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{
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var cycleCount = _cyclesPerSecond.Length;
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var last = _tickCount;
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var lastRaw = Stopwatch.GetTimestamp();
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const int interval = 100;
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double frequency = Stopwatch.Frequency * interval;
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const double alpha = 2.0 / 129; // EMA smoothing (≈128-sample window)
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var sample = 0;
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@ -504,20 +497,26 @@ public static class Core
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if (sample++ == interval)
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{
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sample = 0;
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var now = GetTimestamp();
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var nowRaw = Stopwatch.GetTimestamp();
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var cyclesPerSecond = frequency / (now - last);
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_cyclesPerSecond[_cycleIndex++] = cyclesPerSecond;
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if (_cycleIndex == cycleCount)
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_currentCPS = frequency / (nowRaw - lastRaw);
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if (!_cpsInitialized)
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{
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_cycleIndex = 0;
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_averageCPS = _currentCPS;
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_cpsInitialized = true;
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}
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else
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{
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_averageCPS += alpha * (_currentCPS - _averageCPS);
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}
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last = now;
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lastRaw = nowRaw;
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if (idleCPU && cyclesPerSecond > 125)
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var sleepMs = (int)Timer.MillisecondsUntilNextTick(_tickCount);
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if (sleepMs >= 2)
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{
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Thread.Sleep(2);
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NetState.WaitForCompletion(sleepMs - 1);
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}
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}
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}
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