Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
3.3 KiB
Guard work slicing — 8 October 2026
The reviewed live log logs_2026-10-08_16-41-19 contained 981 ms update gaps and
856 ms guard/garrison scopes in the latest played round's 20 stable, populated
windows. Its journal flush peak was 7 ms. These are elapsed wall times, not proof
of CPU attribution or a complete explanation of every stall.
The source now uses a shared 100 ms background worker for town/object guards. It alternates services and discovery/placement work, caches 250 m static-world cells, resumes ground and roof candidate searches, and loads resources/creates soldiers individually. Distance is checked before and after native creation; placement clearance is checked immediately before creation. Exhausted searches wait before retrying. Shutdown removes the callback. A native call remains indivisible, so no hard maximum frame time is promised.
native-fixture.c overrides observer positions to represent an approach to St
Philippe on Everon; it leaves guard queries, navigation, physics, RHS infantry
allocation and Cessna flight intact. It suppresses unrelated procedural site
generation after initial startup. A first attempt without that isolation was
terminated by No safe terrain or valid authored fallback for required site everon-medical-1; this change does not fix that separate generation failure.
The completed Reforger 1.8.0.13 fixture admitted two town squads (7 and 8 soldiers)
without unsafe birth positions. It performed 1,349 guard work slices, totaling
613 ms and peaking at 19 ms. The optional Cessna took off with RHS_AFRF aircrew and
patrolled. The emitted telemetry includes garrison_work_ms and a measured
performance_flush_ms sample of 1 ms. Pending final telemetry windows are not
included when the runner terminates.
This is a component test on different hardware/terrain/population from the live
Chernarus session. It is not a matched performance benchmark, an assurance of
lag-free gameplay, or reproduction of the live Cessna startup failure. Retained
native error.log includes existing resource warnings; no claim of a completely
clean engine log is made.
Cessna preparation now checks at 250 ms rather than scanning crew inventories on every 50 ms control callback. Timeout reasons distinguish unready crew, seating, missing manpacks and engine startup. Three consecutive pre-service failures pause further allocations until the next round. Loss of an aircraft that entered service still schedules its normal replacement. The real server's old generic timeout did not identify its failed gate; the isolated RHS test did not reproduce that failure.
report.json records final source hashes. The private runner requires the local
engine/addon caches named in it and never connects to or modifies the live server.
Focused town policy/HQ registration checks and the source-bundle audit passed.
No publication or server restart was performed.
A second native fixture deliberately moved its observer into a partly prepared
squad's next spawn position and forced every Cessna preparation to fail. It
verified at most one birth per slice, cancellation/removal of the partial squad,
exactly three aircraft failures followed by a pause, and no further guard
callbacks after HQ shutdown. The final marker is retained in fault-summary.log.
The injected failures test the retry limit, not the cause of the real failure.