T:SCHEDULER

Concurrent event simulation at scale. Schedule, dispatch, resolve.

[00:00:00.001] SPAWN T0 priority=HIGH
[00:00:00.003] DISPATCH T1 queue=PRIMARY
[00:00:00.007] SPAWN T2 priority=NORMAL
[00:00:00.012] SYNC T0,T2 barrier=B01
[00:00:00.018] DISPATCH T3 queue=DEFERRED
[00:00:00.024] RESOLVE T0 latency=2.4ms
[00:00:00.031] SPAWN T4 priority=LOW
[00:00:00.038] DISPATCH T2 queue=PRIMARY
[00:00:00.045] ERROR T4 deadlock_risk=0.02
[00:00:00.052] SYNC T1,T3 barrier=B02
[00:00:00.060] RESOLVE T1 latency=1.8ms
[00:00:00.068] RESOLVE T3 latency=3.1ms
EVENT QUEUE
RENDER_FRAME T0 | Priority: HIGH

Dispatches frame rendering pipeline across GPU compute threads.

PHYSICS_STEP T1 | Priority: HIGH

Resolves rigid-body collisions and constraint solver iterations.

AUDIO_MIX T2 | Priority: NORMAL

Spatial audio processing: HRTF convolution and reverb compute.

NET_SYNC T3 | Priority: NORMAL

Network state reconciliation with rollback prediction.

ASSET_STREAM T4 | Priority: LOW

Background asset loading with priority-based streaming queue.

POSTPROCESS T0 | Priority: NORMAL

Bloom, TAA, color grading, and tone mapping pipeline.

DISPATCH

Non-Deterministic Scheduling

Events enter the dispatcher queue in priority order but are resolved across threads without guaranteed execution sequence. The engine embraces controlled chaos.

Lock-Free Synchronization

Atomic operations replace traditional mutexes. Compare-and-swap primitives ensure thread safety without the overhead of kernel-level locks.

Work Stealing Scheduler

Idle threads steal work from busy threads' deques. Load distribution self-balances across available cores without central coordination.

Barrier Synchronization

Critical checkpoints force all threads to synchronize before proceeding. Frame boundaries, physics steps, and network ticks serve as natural barriers.

RESOLUTION

SIMULATION COMPLETE

EVENTS PROCESSED 0
AVG LATENCY 0
THREAD UTILIZATION 0
DEADLOCKS 0