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Bubberstation/code/controllers
SkyratBot f12c584241 [MIRROR] Fix: Avoid timer scheduling too far events into short queue [MDB IGNORE] (#10903)
* Fix: Avoid timer scheduling too far events into short queue (#64242)

Previously it was possible for events to enter the short queue when the timer is offset by more than BUCKET_LEN
Now it is forced to schedule events into the second queue if the timer is processing slower then world time goes allowing the timer to keep up

This PR provides a better definition of TIMER_MAX to avoid scheduling timed events that are more than one window of buckets away in terms of timeToRun into buckets queue and properly passing them into the second queue.

Ports ss220-space/Paradise#578

Should be merged with/after #64138
Detailed explanation

The timer subsystem mainly uses two concepts, buckets, and second queue

Buckets is a fixed-length list of linked lists, where each "bucket" contains timers scheduled to run on the same tick
The second queue is a simple list containing sorted timers that scheduled too far in future

To process buckets, the timer uses two variables named head_offset and practical_offset

head_offset determines the offset of the first bucket in time
while practical_offset determines offset from bucket list beginning

There are two equations responsible for determining where timed event would end up scheduled
TIMER_MAX and BUCKET_POS

TIMER_MAX determines the maximum value of timeToRun for timed event to schedule into buckets and not the second queue
While BUCKET_POS determines where to put timed event relative to current head_offset

Let's look at BUCKET_POS first
BUCKET_POS(timer) = (((round((timer.timeToRun - SStimer.head_offset) / world.tick_lag)+1) % BUCKET_LEN)||BUCKET_LEN)

Let's imagine we have our tick_lag set to 0.5, due to that we will have BUCKET_LEN = (10 / 0.5) * 60 = 1200
And head_offset of 100, that would make any timed event with timeToRun = 100 + 600N to get bucket_pos of 1

Now let's look at the current implementation of TIMER_MAX

TIMER_MAX = (world.time + TICKS2DS(min(BUCKET_LEN-(SStimer.practical_offset-DS2TICKS(world.time - SStimer.head_offset))-1, BUCKET_LEN-1)))

Let's say our world.time = 100 and practical_offset = 1 for now
So TIMER_MAX = 100 + min(1200 - (1 - (100 - 100)/0.5) - 1, 1200 - 1) * 0.5 = 100 + 1198 * 0.5 = 699
As you might see, in that example we're fine and no events can be scheduled in buckets past boundary

But let's now imagine a situation: some high priority subsystem lagged and caused the timer not to fire for a bit
Now our world.time = 200 and practical_offset = 1 still
So now our TIMER_MAX would be calculated as follow
TIMER_MAX = 200 + min(Q, 1199) * 0.5
Where Q = 1200 - 1 - (1 - (200 - 100) / 0.5) = 1200 - 1 - 1 + (200 - 100) / 0.5 = 1398
Which is bigger then 1199, so we will choose 1199 instead
TIMER_MAX = 200 + 599.5 = 799.5

Let's now schedule repetitive timed event with timeToRun = world.time + 500
It will be scheduled into buckets since, 700 < TIMER_MAX
BUCKET_POS will be ((700 - 100) / 0.5 + 1) % 1200 = 1

Let's run the timer subsystem
During the execution of that timer, we will try to reschedule it for the next fire at timeToRun = world.time + 500
Which would end up adding it in the same bucket we are currently processing, locking subsystem in a loop till suspending
On next tick we will try to continue and will reschedule at timeToRun = world.time + 0.5 + 500
Which would end up in bucket 2, constantly blocking the timer from processing normally
Why It's Good For The Game

Increases chances of smooth experience
Changelog

cl Semoro
fix: Avoid timer scheduling too far events into short queue
/cl

* Fix: Avoid timer scheduling too far events into short queue

Co-authored-by: Aziz Chynaliev <azizonkg@gmail.com>
2022-01-22 22:21:29 +00:00
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