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perf: one awaited life loop per map instead of a 400ms timer per entity - #2354

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erwan-joly merged 3 commits into
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arch/map-tick-loop
Aug 30, 2026
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perf: one awaited life loop per map instead of a 400ms timer per entity#2354
erwan-joly merged 3 commits into
masterfrom
arch/map-tick-loop

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@erwan-joly erwan-joly commented Aug 30, 2026

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First of the architecture-review PRs: the tick model.

Before

  • Every monster/NPC: its own Observable.Interval(400ms).Select(_ => LifeAsync()).Subscribe()fire-and-forget: when AI + pathfinding exceeded 400ms the next tick fired anyway and overlapped the same entity; thousands of timers stayed alive on sleeping maps just to early-out
  • The map loop's only entity duty was (re)starting per-entity timers via the Life == null check
  • Sleep transitions had to chase and dispose every entity timer (Parallel.ForEach ... StopLife), including from inside the IsSleeping getter

After

  • One PeriodicTimer(400ms) loop per map, properly awaited: entity AI steps run sequentially inside the map tick (TickLifeAsync), then buffs/regen/cooldowns/respawns as before. A slow tick delays the next one instead of overlapping — load becomes visible as tick latency rather than silent concurrency
  • A sleeping map costs one early-out per tick; no timers to stop or restart
  • NpcStateComponent.Life, INonPlayableEntity.Life, StartLifeAsync/StopLife all deleted — the loop owns the cadence
  • Dispose cancels the loop's CTS

Behavior preserved

  • Movement cadence unchanged: MoveAsync keeps its internal randomized 400–3200 ms gate, so mobs don't move in lockstep
  • Dead entities: MonsterAi.TickAsync and MoveAsync both early-out on !IsAlive (verified); respawns stay map-swept
  • Sleep/wake semantics identical (same IsSleeping state machine, minus the timer chasing)

Verification

  • Full solution build clean; GameObject.Tests and PacketHandlers.Tests pass
  • Manual checks to run from documentation/manual-test-plan.md (client): Monsters → Respawn timing (all three boxes), plus eyeballing that mobs still wander at their usual cadence on a busy map and that a map left empty for 30s goes quiet

🤖 Generated with Claude Code

Summary by CodeRabbit

  • Bug Fixes

    • Improved NPC and monster life-cycle updates with centralized map-level processing.
    • Preserved periodic entity updates while improving cancellation and cleanup behavior.
    • Maintained sleeping-map handling and exception logging during updates.
  • Refactor

    • Simplified entity state by removing obsolete life-cycle tracking.
    • Consolidated AI and random-wander processing into a single per-tick update flow.

Every monster and NPC ran its own Observable.Interval with a
fire-and-forget async tick: a slow tick overlapped the next one on the
same entity, and idle maps kept thousands of timers alive just to
early-out on IsSleeping. Entity AI now steps sequentially inside the
map's PeriodicTimer loop, which awaits each tick before scheduling the
next, so load shows up as tick latency instead of unbounded overlap.
Movement cadence is unchanged - MoveAsync keeps its own randomized
400-3200ms gate. The per-entity Life handle and the stop/start plumbing
around sleep transitions go away with the timers.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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  • CLAUDE.md
  • src/NosCore.GameObject/Services/MapInstanceGenerationService/MapInstance.cs

Walkthrough

NPC life processing now uses a shared, cancellable map-level timer. Per-entity life scheduling and lifecycle state were removed. NPC state construction calls and the related test helper use the reordered component arguments.

Changes

NPC life-loop consolidation

Layer / File(s) Summary
Entity tick API
src/NosCore.GameObject/Ecs/Extensions/NonPlayableEntityExtension.cs, src/NosCore.GameObject/Ecs/Interfaces/INonPlayableEntity.cs
StartLifeAsync and StopLife were replaced by TickLifeAsync. The method performs one AI tick or random-wander movement inside exception handling. The Life property was removed.
Map-level lifecycle loop
src/NosCore.GameObject/Services/MapInstanceGenerationService/MapInstance.cs
MapInstance now uses one cancellable PeriodicTimer loop. Each tick updates monsters and NPCs sequentially. Loop cancellation, disposal, sleeping-map handling, and exception logging are managed at map level.
State construction updates
src/NosCore.GameObject/Ecs/MapWorld.cs, test/NosCore.GameObject.Tests/Services/BattleService/InflictedCardTests.cs
NPC state construction calls and the test helper now match the reordered NpcStateComponent constructor arguments.

Estimated code review effort: 3 (Moderate) | ~20 minutes

Merge Risk: 🟡 Moderate · up to ded05

This change centralizes entity processing into an awaited map loop, but the current implementation can let shutdown overlap an active tick and can start duplicate loops under concurrent initialization; slow entity work may also delay map-wide maintenance. Merge should wait for lifecycle synchronization and explicit acceptance or mitigation of the shared-tick latency risk.

Sequence Diagram(s)

sequenceDiagram
  participant MapInstance
  participant PeriodicTimer
  participant NonPlayableEntityExtension
  participant MonsterOrNPC
  MapInstance->>PeriodicTimer: WaitForNextTickAsync
  PeriodicTimer-->>MapInstance: 400 ms tick
  MapInstance->>MonsterOrNPC: invoke life update
  MonsterOrNPC->>NonPlayableEntityExtension: TickLifeAsync
  NonPlayableEntityExtension-->>MonsterOrNPC: complete AI or wander step
  MonsterOrNPC-->>MapInstance: update complete
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Suggested reviewers: denislauri1999

🚥 Pre-merge checks | ✅ 4 | ❌ 1

❌ Failed checks (1 warning)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 23.08% which is insufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 13 functions across 4 files. Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (4 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check ✅ Passed The title clearly and concisely describes the main change: replacing per-entity 400 ms timers with one awaited life loop per map.
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
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📝 Generate docstrings 💡
  • Create stacked PR
  • Commit on current branch
🧪 Generate unit tests (beta)
  • Create PR with unit tests
  • Commit unit tests in branch arch/map-tick-loop

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Actionable comments posted: 2

🤖 Prompt for all review comments with AI agents
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only still-valid issues, skip the rest with a brief reason, keep changes
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Inline comments:
In `@src/NosCore.GameObject/Services/MapInstanceGenerationService/MapInstance.cs`:
- Around line 527-530: Update MapInstance.Dispose to cancel the lifetime token,
await the active _lifeLoop task, and only then dispose EcsWorld; preserve the
existing cleanup and null assignments after the loop has completed.
- Around line 402-405: Synchronize the null check and task assignment in
StartLifeAsync so concurrent callers can create only one RunLifeLoopAsync
instance. Use a lock or atomic lifecycle transition around _lifeLoop
initialization, preserving Task.CompletedTask for callers when the life loop is
already started.
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📒 Files selected for processing (6)
  • src/NosCore.GameObject/Ecs/Components/NpcStateComponent.cs
  • src/NosCore.GameObject/Ecs/Extensions/NonPlayableEntityExtension.cs
  • src/NosCore.GameObject/Ecs/Interfaces/INonPlayableEntity.cs
  • src/NosCore.GameObject/Ecs/MapWorld.cs
  • src/NosCore.GameObject/Services/MapInstanceGenerationService/MapInstance.cs
  • test/NosCore.GameObject.Tests/Services/BattleService/InflictedCardTests.cs
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  • src/NosCore.GameObject/Ecs/Components/NpcStateComponent.cs
  • src/NosCore.GameObject/Ecs/Interfaces/INonPlayableEntity.cs

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Comment thread src/NosCore.GameObject/Services/MapInstanceGenerationService/MapInstance.cs Outdated
erwan-joly and others added 2 commits August 30, 2026 22:51
…dle lists per tick (#2359)

Components own state, generated bundles are the facade, extensions are
per-entity behaviour, systems are for iteration-heavy queries - written
down so new state stops landing in whichever layer was convenient. The
map life loop also enumerated the Monsters/Npcs properties, which
materialise a fresh List per access; the tick now walks the backing
dictionaries directly.

Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
… goes

Two from review.

StartLifeAsync checked _lifeLoop and assigned it without holding anything,
so two callers could both see null and start a second loop - every entity
on the map ticked twice per interval. The check and the assignment are one
critical section now.

Dispose cancelled the token and disposed EcsWorld in the same breath. The
token only ends the wait between ticks: a tick already inside TickLifeAsync
walks the monsters, npcs and sessions of that world and never sees it. It
now waits for the loop to come back before the world goes.

Tested: builds with 0 warnings, suite green - 1125 tests.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
@erwan-joly
erwan-joly merged commit 20503e5 into master Aug 30, 2026
2 checks passed
@erwan-joly
erwan-joly deleted the arch/map-tick-loop branch August 30, 2026 23:42
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