Files
Arcturus-Morningstar-Extended/Emulator
simoleo89 4eb1484daf perf: run game packet handlers off the Netty I/O loop + bound A* pathfinding (P2)
Root cause from the CPU audit: every incoming packet handler ran on the Netty
I/O event loop (MULTI_THREADED_PACKET_HANDLING is false by default), so any
blocking handler — login DB + loadHabbo, friends/polls/catalog/guild-forum
JDBC (~48 handlers), synchronous A* per walk — stalled socket I/O for every
other client sharing that I/O thread.

- WebSocketChannelInitializer: register GameMessageHandler on a dedicated
  DefaultEventExecutorGroup (max(16, 2x cores), daemon). Netty pins each channel
  to one executor in the group, so a client's packets stay strictly ordered (no
  new intra-client races) while blocking work moves off the I/O loop. The
  cross-client concurrency degree matches the already-multi-threaded I/O group,
  and this is strictly safer than the existing (order-losing) shared-pool
  MULTI_THREADED_PACKET_HANDLING mode the codebase already supported.
- GameMessageHandler: always run the handler inline (now on the group thread);
  drop the shared-pool branch (which would break per-channel ordering and also
  removes the rejectable-pool ByteBuf-drop path).
- PathfinderImpl: default the A* execution-time guard ON (25ms) so a pathological
  search returns an empty path instead of running unbounded on its thread.

Note: this changes the server's packet-threading model — verified to compile,
unit-test, and assemble the shaded jar, but should be load-tested before prod.
Group size is currently derived from CPU count; can be made a config key if
tuning is needed.
2026-06-09 20:05:30 +02:00
..
2024-03-13 11:28:48 +01:00