Investigated whether to hard-pin each srcds instance to a single core within the existing AllowedCPUs=1-7 set. Modern kernels (5.13+) no longer expose kernel.sched_migration_cost_ns or the other classic CFS "laziness" tunables, so a global cheap-fix is unavailable. Decision for now: trust CFS + Nice=-5 + AllowedCPUs=1-7. Per-instance CPUAffinity= remains an opt-in escape hatch in deploy/README.md. Documents the revisit triggers and the preferred implementation path when the time comes. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
4.7 KiB
l4d2 cpu pinning — decision record (deferred)
Date: 2026-05-09 Status: decision (no implementation)
Question
After the lifecycle + drift fix landed (commits 8552c55, 67b5521), the
question came up: with AllowedCPUs=1-7 already constraining game servers
to cores 1–7, do CFS scheduler migrations within that range still cause
meaningful jitter? Should we hard-pin each instance to a single core?
Investigation
The classic "lazy CFS" sysctl knob is gone on modern kernels. Verified
on Trixie's running kernel 6.12 (ckn@10.0.4.128):
/sbin/sysctl -a | grep -E "sched_migration_cost|sched_min_granularity|sched_wakeup_granularity|sched_latency"
# (no output)
kernel.sched_migration_cost_ns and the other classic CFS tunables were
removed in 5.13+ as part of the scheduler internals refactor that culminated
in EEVDF (6.6). Only kernel.sched_rt_period_us / sched_rt_runtime_us
remain. There is no global "be lazy about migrations" knob anymore.
Available paths
| Option | Cost | Strictness | Pays off when |
|---|---|---|---|
Trust CFS + Nice=-5 + AllowedCPUs=1-7 (current) |
None | Soft | ≤ 3 instances on 7 cores; CFS rarely migrates active CPU-bound nice<0 tasks |
Per-instance CPUAffinity=N drop-in |
Web-app machinery to write drop-ins, daemon-reload, modulo or DB-persisted assignment | Strict | ≥ 4 instances (each gets exclusive core), or measured jitter |
isolcpus=1-7 nohz_full=1-7 rcu_nocbs=1-7 kernel cmdline |
GRUB edit + reboot, host-specific | Strongest (also evicts kernel softirqs/RCU/timer ticks from game cores) | Tickrate-128 with measurable kernel-induced jitter |
SCHED_FIFO per unit |
Risky (RT misconfig can stall kernel) | Strict | Already documented as ops-side escape hatch in deploy/README.md |
Why deferring is defensible
- The slice's
AllowedCPUs=1-7already prevents game servers from running on core 0. The open question is "do they migrate within 1–7?" — yes, CFS can migrate, but for long-running CPU-boundsrcdswithNice=-5, migrations are infrequent. CFS prefers cache locality and only migrates when an idle core "steals" or a periodic load-balance tick detects imbalance. - With ≤ 3 instances on 7 game cores, the load balancer rarely sees imbalance to fix.
- Per-instance hard pinning adds non-trivial machinery (drop-in writer through
left4me-systemctl, or extendinginstance.env+ atasksetwrapper in the unit). Not warranted unless we observe a real problem. deploy/README.mdalready documents theCPUAffinity=Nper-instance drop-in as an opt-in escape hatch. An operator who measures jitter can apply it without code changes.
Decision
No code change. Keep the current setup:
- Slice-level
AllowedCPUs=1-7ensures game servers never touch core 0. Nice=-5keeps active srcds tasks weighted heavily so CFS prefers leaving them alone.- The
CPUAffinity=Nper-instance drop-in remains the documented escape hatch.
Revisit triggers
Any of these signals appears, then design + implement strict per-instance pinning:
- ≥ 4 game-server instances running simultaneously on one host.
- A specific server reports tickrate dips / rubber-banding correlated with another instance starting or a build sandbox firing.
perf stat -e sched:sched_migrate_task -p <srcds-pid>shows > 1 migration/sec under load.
When revisiting, two implementation paths to choose from:
- Modulo assignment in the host library. Read
LEFT4ME_GAME_CPUS(or parse the slice'sAllowedCPUs=drop-in), pickgame_cpus[(int(name) - 1) % len(game_cpus)], writeL4D2_CPU=Nintoinstance.env, wrap the unit'sExecStartwithtaskset -c ${L4D2_CPU}. Stateless, deterministic, no DB column. Preferred. - Persisted assignment. Add
Server.cpu_pincolumn, web app picks at initialize time and stores. SurvivesLEFT4ME_GAME_CPUSchanges (each server keeps its assigned core). Bigger ripple.
Verification (no-op confirmation)
ssh ckn@10.0.4.128 'systemctl show l4d2-game.slice -p AllowedCPUs'
# expect: AllowedCPUs=1-7
ssh ckn@10.0.4.128 'cat /sys/fs/cgroup/system.slice/cpuset.cpus.effective'
# expect: 0 (everything-not-game still pinned to core 0)
# When ≥ 1 server is running:
ssh ckn@10.0.4.128 'for p in $(pgrep srcds); do grep ^Cpus_allowed_list /proc/$p/status; done'
# expect: 1-7 (CFS picks whichever of those is hottest at any given moment)
References
docs/superpowers/specs/2026-05-09-l4d2-cpu-isolation-design.md— sibling design that introduced theAllowedCPUs=1-7slice constraint this record builds on.deploy/README.md"Performance Tuning" section — theCPUAffinity=Nper-instance escape hatch.- Linux kernel changelog 5.13+ — removal of classic CFS tunable sysctls.