The late-wake detector suspended idle sleeping on stable hosts, which both spammed a Warning and cost the shard several seconds of full-core spin each time for no reason. The log level was the visible symptom; the detector was the bug. Three causes, all fixed: Lateness was a bare count, not a rate. An idle loop performs ~400-500 sleeps a second (2ms each, bounded by the 8ms wheel tick), and the trip condition was more than one late wake per second across two consecutive samples. That is a 0.4% tail-outlier rate -- reachable by a co-tenant burst, a page fault, or another process changing the system timer resolution. A host that genuinely cannot schedule the process returns *most* of its waits late, two orders of magnitude away. Gate on the proportion (server.lateWakePercent, default 10) and keep server.lateWakeThreshold as a floor for windows with few sleeps, where a percentage means nothing. GC pauses were charged to the host. The GC collects preferentially during idle sleeps -- that is the natural pause point it looks for, as dev-docs/debugging-event-loop.md already documents -- so its pauses landed in the measurement by design. Sample GC.CollectionCount(1) either side of the wait and skip the sample if a collection intervened. The second read short-circuits behind the overshoot test, so the common path pays for one counter read per sleep. Every backoff logged at Warning. Tier it to the escalation that already existed: Debug for the first two (recoverable, not actionable), Warning once the host has survived several doublings, and the existing Error at the ceiling. Adds an Information line when a clean streak clears an escalation. Also moves the BackoffResetAfterCleanMs reset to run on every health sample rather than only on the path to a new backoff, where it was unreachable for a host that recovered for good -- such a host never cleared its escalation or re-armed the ceiling Error. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
7.9 KiB
Debugging Event Loop Performance
How to diagnose "the server feels slow" — written for both humans and AI assistants. Follow the funnel in order; most incidents resolve before the last step. Do not start with dotnet-trace.
The model
Every second of the main thread's wall time goes to exactly one of four places:
- Work — the loop's phases: mobile deltas, item deltas, timer callbacks (
Timer.Slice), network processing (NetState.Slice), posted tasks (LoopContext), world snapshots (WorldSnapshot— the on-loop portion of a save). - Sleep — idle blocking in
NetState.WaitForCompletion, bounded by the next timer tick andserver.eventLoopIdleWaitMs. - GC pauses — land inside whichever phase (or sleep) was running.
- Stolen — the host ran something else: hypervisor scheduling, noisy neighbors, CPU credit throttling.
A sleep is bounded by the time to the next wheel turn, so a correctly honoured sleep can never cost a deadline. The only way sleeping harms the game is the wait returning late — that is stolen time, and the server measures it directly on every sleep.
Step 0 — Read what production already tells you
No build changes needed. Three signals exist, all actionable:
| Signal | Meaning | Action |
|---|---|---|
| Startup error: host cannot honour short waits | No high-resolution timer and timeBeginPeriod failed. Very old or unusual Windows. |
Nothing is wrong with the server; it spins and uses a full core. Upgrade the OS or accept the core. |
| Warning: host returned a Nms idle wait late … for the Nth time running | The OS did not reschedule the process promptly after a 1–2ms wait, through several escalating backoffs. Shared/burstable vCPU signature. | Move to dedicated CPU, or set server.eventLoopIdleWaitMs=0 to spin permanently. This is a host problem — no amount of server-side change fixes it. |
| Error: keeps returning idle waits late and sleeping has backed off N times | The escalation hit its 120s ceiling. The host is not going to recover. | As above, but stop waiting for it to settle. Logged once per degradation, re-armed after a clean minute. |
| Admin gump → Performance → Event Loop | Healthy / Sleep suspended (host) / Spinning (configured) / Spinning - host cannot honor short waits |
Same as above; the last verdict is the startup error's state, not a config choice. |
The first two backoffs of any episode log at Debug, not Warning: a single suspension is recoverable and not something an operator can act on. Raise the log level if you are chasing a marginal host and want to see them. Late wakes that coincide with a gen1-or-higher GC are not counted at all — the GC deliberately collects during idle sleeps, so its pauses land there by design and are not the host's fault.
If none of these fired and the shard still feels laggy, the cause is work, GC, or something a boot-time signal cannot see. Continue.
Step 1 — Flip the profiling build
dotnet build -p:EventLoopProfiling=true
This compiles in EventLoopProfiler (Server) and the [LoopStats command (UOContent). Without
the flag every hook call site is removed by the compiler ([Conditional]), so there is nothing to
"turn off" in normal builds and no cost to leave the hooks in the code. The profiling build's own
overhead is a handful of timestamp reads per iteration — small enough to run for days while
hunting an intermittent problem.
Capture a baseline first. Run [LoopStats while the shard feels fine and keep the CSV. The
profiler also keeps ~15 minutes of history in memory, so if the problem is episodic you can wait
for an episode and the good minutes on either side are already recorded. Numbers without a
baseline are how RunUO's profiler became useless — always compare bad minutes to good minutes on
the same box, build, and world.
Step 2 — Read the decomposition
[LoopStats prints the last minute and writes the full history CSV (one row per second). Match
the shape against these signatures:
| Signature | Diagnosis | Next step |
|---|---|---|
One phase consistently hot (e.g. TimerSlice 40%/s) |
Deep processing in that subsystem | Step 3 — find the culprit in that phase |
All phases near zero, stolen high, lateWakes > 0 |
Host is stealing CPU | Host problem; see step 0 actions |
gcPauseMs high, gen2 counts rising |
GC pressure — something is allocating heavily | Step 3 on the allocating phase, or dotnet-counters for alloc rate |
| Iterations ≫ sleeps while shard is idle | The loop is not sleeping: a queue never drains or a wake storm | Check IsIdle inputs; a stuck signal in the ring is the historical example |
| Sleeps ≈ iterations, each sleep ~0ms | Spurious wake storm | Ring backend issue; count wakesIssued vs actual cross-thread posts |
| Everything normal, complaint persists | Not the event loop | Look at the network path, client, or DB/save timing |
Wheel lag vs player lag: wheelLagMaxMs is how late timer callbacks fired. Receives are
handled the moment they arrive (they wake the loop), so player-felt lag with a clean wheel points
away from the loop entirely.
Step 3 — Find the culprit inside a hot phase
Add a temporary culprit hook rather than reaching for a tracer. The pattern: same
[Conditional("EVENT_LOOP_PROFILING")] attribute, own file or the profiler file, record only the
worst offender per second (identity + duration), never a per-event log. Examples:
TimerSlicehot → time each timer callback, keep the max and itstimer.ToString().NetworkSlicehot → time packet handlers by packet id, keep the max.- GC pressure →
dotnet-counters monitor --counters System.Runtimefor alloc rate first; it is cheap and often names the culprit generation without a trace.
Keep the hook after the hunt if it earns its cost in the profiling build; delete it otherwise.
Step 4 — dotnet-trace, last and targeted
Only when a hot phase resists the culprit hook. Know the costs: EventPipe visibly slows the process (worst exactly when things are already bad) and adds artifacts to the trace — on small vCPU hosts the tracer's own threads appear as hotspots and Rider/PerfView hotspot views can mislead. Mitigate by being narrow:
- Trace the specific minutes the decomposition flagged, not "a while".
dotnet-trace collect --profile cpu-sampling --duration 00:00:30is usually enough.- Compare against a trace of a good minute (same rule as step 1: no baseline, no conclusions).
The RAM / GC misconception (read before declaring a leak)
ModernUO allocates very little, and the GC collects opportunistically — mostly during idle sleeps
and world saves. Under a spinning loop (eventLoopIdleWaitMs=0, or the pre-2026 default) the GC
may find no natural pause point: memory climbs to a large fraction of physical RAM, a forced
collection eventually drops part of it, and fragmentation keeps the baseline permanently above
where it started. Task manager shows alarming numbers; the in-game numbers do not. Performance
is unaffected — this is lazy collection working as designed, not a leak. Idle sleeping largely
removes the effect because every sleep is a natural GC opportunity. Before investigating "a leak":
check gen0/1/2 and gcPauseMs in the decomposition, and compare working set after a world
save, which forces the collection the spin loop never allowed.
Rules of thumb
- Never trade always-on profiling for the numbers. Production carries one timestamp per sleep and
nothing else; everything heavier lives behind the build flag or on the
measure/event-loopbranch (full harness, A/B scripts, vendored ring experiments). - One decomposition chart beats a thousand log lines. Resist adding warnings the reader cannot act on; the three production signals are deliberate.
- When filing or reporting: attach the baseline CSV and the episode CSV. Relative statements ("TimerSlice went from 4% to 61% during the episode") are the useful form.