perf: one awaited life loop per map instead of a 400ms timer per entity - #2354
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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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WalkthroughNPC 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. ChangesNPC life-loop consolidation
Estimated code review effort: 3 (Moderate) | ~20 minutes Merge Risk: 🟡 Moderate · up to 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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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.cssrc/NosCore.GameObject/Ecs/Extensions/NonPlayableEntityExtension.cssrc/NosCore.GameObject/Ecs/Interfaces/INonPlayableEntity.cssrc/NosCore.GameObject/Ecs/MapWorld.cssrc/NosCore.GameObject/Services/MapInstanceGenerationService/MapInstance.cstest/NosCore.GameObject.Tests/Services/BattleService/InflictedCardTests.cs
💤 Files with no reviewable changes (2)
- src/NosCore.GameObject/Ecs/Components/NpcStateComponent.cs
- src/NosCore.GameObject/Ecs/Interfaces/INonPlayableEntity.cs
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…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>
First of the architecture-review PRs: the tick model.
Before
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-outLife == nullcheckParallel.ForEach ... StopLife), including from inside theIsSleepinggetterAfter
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 concurrencyNpcStateComponent.Life,INonPlayableEntity.Life,StartLifeAsync/StopLifeall deleted — the loop owns the cadenceDisposecancels the loop's CTSBehavior preserved
MoveAsynckeeps its internal randomized 400–3200 ms gate, so mobs don't move in lockstepMonsterAi.TickAsyncandMoveAsyncboth early-out on!IsAlive(verified); respawns stay map-sweptIsSleepingstate machine, minus the timer chasing)Verification
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
Refactor