๐ Real-Time Engine Diagnostics & Radar
Live telemetry stream mirroring in-game /rtp visualization and queue metrics (ADR-046, ADR-053, ADR-089).
Tick Rates (1m / 5m / 15m)
Rolling host ticks per second; >= 19.5 maintains target budget
Tick Time (MSPT Mean / Max)
Milliseconds per tick (50ms max budget before TPS drops)
Tick Budget Utilisation
Host thread execution ratio; triggers throttling if > 85%
Connected Players / Cap
Online players vs configured RTP concurrency soft cap
JVM Heap Memory
Allocated heap memory used of the maximum heap
Platform Scheduler Target
Thread-safe entity scheduler & non-blocking chunk I/O SPI
L1 Hot Queue (Chunks Kept)
Force-loaded chunk tickets held in memory for instantaneous 0ms /rtp execution
L2 Cold Queue (Pre-Verified)
Candidate locations pre-checked off-tick; chunk tickets released to conserve host RAM
L3 Backlog (Binned MCA Cache)
Raw 32x32 Anvil/Linear NBT screened candidates waiting for promotion (ADR-028)
Login Reserve / Fast Pool
Dedicated hot reserve for first-join and respawn RTP triggers (ADR-023)
Total Queued Waiters
Players currently waiting in asynchronous command queue for dispatch
Active Teleport Pipelines
In-flight candidate search & chunk load tasks actively executing
Mean Latency
Average elapsed duration across all completed teleport pipeline searches
P50 Median Latency
50th percentile of candidate selection duration (typical experience)
P75 Latency
75th percentile candidate resolution speed
P90 Latency
90th percentile under concurrent region contention
P95 Latency
95th percentile with off-tick linear chunk lookups
P99 Tail Latency
99th percentile worst-case cold chunk fetch or biome retry
Observed Min / Max
Boundary samples recorded in the active rolling histogram window
Histogram Samples / Runs
Window sample count and cumulative lifetime pipeline invocations
1. Shape Generation
Dual-layer Chebyshev macro-spiral & chained Hilbert space-filling curves
2. Chunk Load / Lookup
Off-tick Anvil/Linear NBT byte pre-filter or async chunk ticket fetch
3. Vertical Surface Scan
Linear middle-out raycast finding solid floor and ceiling air clear
4. Biome Eligibility
Whitelist/blacklist filter checking ocean & cave restrictions
5. Safety & Claim Intersects
Towny, WorldGuard, GriefPrevention & hazard block validation (S-003)
Total Pipeline Elapsed
End-to-end execution time from command dispatch to player teleport
Candidates Accepted
Locations successfully verified safe on first or second attempt
Water / Ocean Exclusions
Rejected deep ocean or water surface candidate locations
Lava / Fire Hazards
Candidate spots rejected due to lava pools or fire proximity
Claim Land Intersects
Locations within Towny / WorldGuard / GP claims discarded (S-003)
World Border Bounds
Candidates rejected outside vanilla /worldborder boundaries
Suffocation / Solid Blocks
Candidates lacking required 2 blocks of air clearance above ground
Spatial Memory Efficiency
Hazard & claim candidate rejection without loading chunks
Active MemoryTracker Entries
Registered chunk tickets & active pipeline tasks in GC table
Chunk Ticket Leaks
Watchdog audit: unreleased chunk ticket instances (S-002)
Chunk Load Backlog
Queued asynchronous chunk requests in platform scheduler
Off-Tick MCA/Linear Readers
Active Anvil/Linear NBT disk pre-filter worker pool
Database Query Latency
SQLite / MySQL asynchronous state persistence duration
Slow Teleport Audits
Searches exceeding slow-pipeline threshold (S-004)
Queue Growth Warnings
Occurrences where player queue surpassed growth threshold
Tick Stress Events
Server-wide tick drops triggering dynamic queue throttle
Command Overflow Events
Bursts exceeding configured command dispatch capacity
| Region Name | World | Queue Waiters | L1 Hot Queue | L2 Cold Queue | Login Reserve | Status |
|---|