Files
forgotten_caves/notes/06-hybrid-tick-loop.md
T
2026-06-17 08:23:13 +02:00

118 lines
4.3 KiB
Markdown
Executable File
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Hybrid Tick Loop
Single 24 Hz base tick; subsystems self-select frequency via stride scheduling. Replaces the old
3-tier (20/10/1 Hz buckets) description from roadmap item 06.
---
## Stride scheduling
All subsystems hang off one monotonic `tick: u32` counter. Each subsystem fires when its
stride condition is met. **Current implementation:**
```
tick % 1 == 0 → input processing, inbound recv (main.rs)
tick % 2 == send_phase → broadcast state to clients, phase-staggered (net.rs, 12 Hz/client)
tick % 4 == 0 → entity_tick() — movement / collision (sim.rs, 6 Hz)
tick % 8 == 0 → (reserved) slower AI routines, pathfinding refresh
tick % 192 == 0 → (reserved) world simulation (8-sec cycle: weather, daylight, respawns)
```
24 Hz is highly composite (divisors: 1, 2, 3, 4, 6, 8, 12, 24), giving flexible stride
options without resorting to co-prime tricks. `tick >> 3` yields 3 Hz pulses; world-sim
at `% 192` is exactly an 8-second cycle.
**Why `entity_tick` runs at 6 Hz, not 12 Hz:** without the action-point model (below), one
`entity_tick` = one tile of movement, so the tick rate *is* the movement rate. 6 Hz yields the
target ~6 tiles/sec. Once `energy`/`speed` are reintroduced, `entity_tick` can move up to 12 Hz
(`% 2`) and per-entity `speed` sets the effective movement rate instead — decoupling sim rate
from movement rate. The broadcast rate (12 Hz/client) is deliberately higher than the movement
rate: it keeps position latency low and adds redundancy against packet loss.
---
## Action-point model (entity AI)
> **Status: not yet implemented.** Removed from `entity.rs` as premature (no NPCs need it yet).
> Until it returns, `entity_tick` runs at 6 Hz to set the movement rate directly (see above).
> Reintroduce alongside roadmap item 08 (NPCs).
Layered on top of `entity_tick()`. Replaces fixed per-entity cooldown timers.
Each entity carries:
- `energy: i32` — accumulates each tick
- `speed: u8` — added to energy every `entity_tick()`
An entity acts when `energy >= ACTION_COST`, then pays the cost:
```rust
// inside entity_tick()
entity.energy += entity.speed as i32;
if entity.energy >= ACTION_COST {
entity.act(&mut world);
entity.energy -= ACTION_COST;
}
```
Fast entities (`speed >= ACTION_COST`) act every tick. Slow entities act every N ticks
naturally without any scheduler involvement. Haste and slow effects become simple `speed`
modifiers — no special-case scheduling needed.
---
## Simulation rate vs network rate
Sim and net rates are independent. The current targets:
| Layer | Rate | Stride |
|-------|------|--------|
| Base loop | 24 Hz | every tick |
| Network broadcast (per client, phase-staggered) | 12 Hz | `tick % 2 == send_phase` |
| Entity tick (movement / collision) | 6 Hz | `tick % 4 == 0` |
Clients receive a fresh `EntityPacket` every ~83 ms. For tile-based movement at 5–6 tiles/sec
this is sufficient with comfortable headroom.
Rough bandwidth per client at 12 Hz:
- `StatePacket` 72 B × 12 = 864 B/s
- `EntityPacket` ~1200 B × 12 = 14 400 B/s
- Total: ~15 KB/s outbound per client
---
## Tick-offset broadcasting (phase staggering)
Rather than flushing all clients on the same tick, assign each client a `send_phase` at
connection time and send only when the client's phase matches:
```rust
// ClientState gains:
send_phase: u8, // assigned as entity_id % BROADCAST_STRIDE at creation
// broadcast() skips clients whose phase doesn't match current tick:
if tick % BROADCAST_STRIDE as u32 != cs.send_phase as u32 { continue; }
```
Benefits:
- Outbound NIC load is flat across ticks instead of spiking every 2nd tick
- Scales with player count without architectural changes
- Each client still receives state at the same effective rate
---
## Why higher tick rate doesn't help high-ping players
```
Perceived latency ≈ RTT + tick_processing_delay + state_interval
LTE @ 100ms RTT, 24Hz sim, 12Hz net:
worst case: 100 + 42 + 83 = 225ms ← RTT-dominated
Same at 64Hz sim, 20Hz net:
worst case: 100 + 15 + 50 = 165ms ← 60ms gain, negligible for roguelike
```
RTT is the dominant term. Higher tick rates yield diminishing returns and increase server
CPU load for minimal perceived benefit. 24 Hz is sufficient for deliberate tile-based input
and remains acceptable at LTE latencies (~100ms RTT) and remote locations (~200ms RTT).