โšก LeafRTP Engine Workspace โ— STANDALONE
Region: default | X: 0 Z: 0 | Biome: - | CIRCLE | Path: -
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๐Ÿ“Š Real-Time Engine Diagnostics & Radar

Live telemetry stream mirroring in-game /rtp visualization and queue metrics (ADR-046, ADR-053, ADR-089).

โ— NO TELEMETRY Waiting for the server
โšก Server & Host Concurrency Budget (Heartbeat & Tick Invariants)

Tick Rates (1m / 5m / 15m)

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Rolling host ticks per second; >= 19.5 maintains target budget

Tick Time (MSPT Mean / Max)

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Milliseconds per tick (50ms max budget before TPS drops)

Tick Budget Utilisation

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Host thread execution ratio; triggers throttling if > 85%

Connected Players / Cap

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Online players vs configured RTP concurrency soft cap

JVM Heap Memory

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Allocated heap memory used of the maximum heap

Platform Scheduler Target

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Thread-safe entity scheduler & non-blocking chunk I/O SPI

๐Ÿ“ฆ Multi-Tier Location Reservoirs (L1 kept chunks, L2 cold verification, L3 MCA backlog, login reserve)

L1 Hot Queue (Chunks Kept)

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Force-loaded chunk tickets held in memory for instantaneous 0ms /rtp execution

L2 Cold Queue (Pre-Verified)

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Candidate locations pre-checked off-tick; chunk tickets released to conserve host RAM

L3 Backlog (Binned MCA Cache)

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Raw 32x32 Anvil/Linear NBT screened candidates waiting for promotion (ADR-028)

Login Reserve / Fast Pool

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Dedicated hot reserve for first-join and respawn RTP triggers (ADR-023)

Total Queued Waiters

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Players currently waiting in asynchronous command queue for dispatch

Active Teleport Pipelines

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In-flight candidate search & chunk load tasks actively executing

โฑ๏ธ Teleport Pipeline Latency & Histograms (ADR-053 high-resolution percentiles and latency distribution)

Mean Latency

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Average elapsed duration across all completed teleport pipeline searches

P50 Median Latency

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50th percentile of candidate selection duration (typical experience)

P75 Latency

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75th percentile candidate resolution speed

P90 Latency

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90th percentile under concurrent region contention

P95 Latency

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95th percentile with off-tick linear chunk lookups

P99 Tail Latency

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99th percentile worst-case cold chunk fetch or biome retry

Observed Min / Max

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Boundary samples recorded in the active rolling histogram window

Histogram Samples / Runs

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Window sample count and cumulative lifetime pipeline invocations

๐Ÿ” Pipeline Stage Duration Breakdown (Microseconds) (ADR-053 fine-grained stage timers)

1. Shape Generation

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Dual-layer Chebyshev macro-spiral & chained Hilbert space-filling curves

2. Chunk Load / Lookup

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Off-tick Anvil/Linear NBT byte pre-filter or async chunk ticket fetch

3. Vertical Surface Scan

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Linear middle-out raycast finding solid floor and ceiling air clear

4. Biome Eligibility

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Whitelist/blacklist filter checking ocean & cave restrictions

5. Safety & Claim Intersects

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Towny, WorldGuard, GriefPrevention & hazard block validation (S-003)

Total Pipeline Elapsed

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End-to-end execution time from command dispatch to player teleport

๐Ÿ›ก๏ธ Candidate Screening & Rejection Counters (Causes for rejected coordinate candidates)

Candidates Accepted

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Locations successfully verified safe on first or second attempt

Water / Ocean Exclusions

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Rejected deep ocean or water surface candidate locations

Lava / Fire Hazards

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Candidate spots rejected due to lava pools or fire proximity

Claim Land Intersects

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Locations within Towny / WorldGuard / GP claims discarded (S-003)

World Border Bounds

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Candidates rejected outside vanilla /worldborder boundaries

Suffocation / Solid Blocks

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Candidates lacking required 2 blocks of air clearance above ground

๐Ÿ›ก๏ธ Concurrency, I/O & Memory Safety Invariants (S-002 / S-005 watchdogs)

Spatial Memory Efficiency

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Hazard & claim candidate rejection without loading chunks

Active MemoryTracker Entries

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Registered chunk tickets & active pipeline tasks in GC table

Chunk Ticket Leaks

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Watchdog audit: unreleased chunk ticket instances (S-002)

Chunk Load Backlog

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Queued asynchronous chunk requests in platform scheduler

Off-Tick MCA/Linear Readers

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Active Anvil/Linear NBT disk pre-filter worker pool

Database Query Latency

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SQLite / MySQL asynchronous state persistence duration

โš ๏ธ Anomaly & Audit Stress Counters

Slow Teleport Audits

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Searches exceeding slow-pipeline threshold (S-004)

Queue Growth Warnings

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Occurrences where player queue surpassed growth threshold

Tick Stress Events

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Server-wide tick drops triggering dynamic queue throttle

Command Overflow Events

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Bursts exceeding configured command dispatch capacity

๐Ÿ—บ๏ธ Per-Region Queue Capacities & In-Flight Status (Live per-region breakdown)
Region Name World Queue Waiters L1 Hot Queue L2 Cold Queue Login Reserve Status
๐Ÿ“œ Memory & Scheduler Watchdog Audit Log
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๐Ÿ“– Documentation

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