userDaniel Pcancel

574 Commits over 153 Days - 0.16cph!

Yesterday
Buildfix: define symbol on Mac Server Tests: compiled editor, then compiled linux DGS
Yesterday
Merge: from profiler_improvements - Adds linux support (tested on Ubuntu 22404 via WSL) - Optimizations for JSON export - Added debug utility to export binary snapshot - run `perfsnapshot <delay> <name> <frames> <shouldBinExport>` - Added Tools/Profiler Bin Viewer, an editor only tool to inspect binary snapshots - Reduced default frames captured to 4 from 10 - Profiler now skips annotating UnityEngine.CoreModule methods (reduces capture overhead) - Works around Perfetto visualization issue with Complete events (https://github.com/google/perfetto/issues/970) Tests: - Exported a number of editor snapshots with binary snapshots to test bin viewer - Using WSL, tested exporting a snapshot on Ubuntu - 3k procgen world
Yesterday
Merge: from main Tests: editor compiles
Yesterday
Bugfix: Workaround Perfetto's "Complete" event hierarchy bug - Reported issue on their repo: https://github.com/google/perfetto/issues/970 Tests: exported snapshot from a linux server (running on WSL Ubuntu), 3k procgen world. Exported from editor as well.
Yesterday
Update: Binary export no longer pre-processes the stream - Saves time on the export - Also added if-deffed out extra checks, disabled by default My previous checks were wrong and produced false positives. Also, think I got an idea what jumbles the json vizualization - will fix in next CL. Tests: used the extra-debug version to export linux snapshot - it succeded
Yesterday
Update: ProfileBinViewer - report found exceptions in thread stream Still looking for why things are wrong with linux snapshot Tests: opened a borked linux snapshot
Yesterday
Buildfix: Disable ProfileBinViewer if we're not in Server mode Tests: switched to Client in editor
Yesterday
Update: ProfileBinViewer now shows thread summary Tests: opened a snapshot from editor
3 Days Ago
WIP: rewriting stream processing to gather frame data during pre-process step - Should fix invalid make placement in a frame + be more efficient to generate, as we only do 2 stream scans per thread stream instead of 4. Not complete, need to track down why alloc offsets are invalid for last frame.
3 Days Ago
Merge: from amvienceemitter_recycle Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnect - with the fix, had 0 error reports
3 Days Ago
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT - Reimplemented the spawn point status based on new internal state - this retains original behavior Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload). Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
3 Days Ago
Merge: from main Tests: compiled in editor
4 Days Ago
Update: added search support to bin snapshot viewer I think I have all I need to explore the broken profile Tests: opened the borked profile snapshot
4 Days Ago
Bugfix: fixed reading string f rom the binary snapshot - Forgot that they're not null terminated - this fixes random characters at the ends Tests: Opened borked editor snapshot
4 Days Ago
Update: added ability to display sub range of thread track in Bin viewer - also supports rudimentary [N] input to resolve syncpoint indices - added mark index to view as well Tests: vizualized borked editor snapshot
4 Days Ago
Update: display call depth for marks in bin viewer Makes it easier to track callstack consistency at sync points. Tests: opened borked snapshot from editor
4 Days Ago
Update: reworked the bin vizualizer to have a different layout - Able to jump to sync points in the list - Able to view specific thread's stream Couldn't figure out how to do nested dynamic scrollviews, so went for a different approach. Already revealed a question mark about some names having invalid characters at the end, though doubt it's the contributing factor Tests: loaded up a borked binary snapshot, was able to inspect it
4 Days Ago
Bugfix: don't double up threads in bin viewer Also got lucky and captured a snapshot in editor where frames weren't properly aligned. Tests: opened an existing snapshot, saw no duplicate threads
5 Days Ago
New: Editor viewer for binary profile snapshots - Very rudimentary, needs more work - Also added how many marks there are in a thread profile for binary snapshot export Reveals that I have a bug in binary exporter - looks like I double up the threads somewhere. Tests: opened a snapshot from the editor in the tool
5 Days Ago
Update: Exposing binary exporter - Added missing features from ServerProfiler.Core - Can be triggered via profile.perfsnapshot last argument I need it to be able to investigate and fix hard-to-reproduce issues - hopefully it'll speed up the workflow. Tests: in Editor on craggy took a binary snapshot - it exported succesfully
5 Days Ago
Bugfix: don't access invalid memory when exporting Linux snapshot Same GCC vs MSVC issue in the native libs, but this time on Managed side (since I have a copy of these structs for name resolving purposes). Tests: Built a linux server, ran it on WSL and triggered a snapshot - it generated. But periodically select frames export incorrectly, investigating further
5 Days Ago
Bugfix: new ServerProfiler.Core dynamic libs - Fixes Linux exporting symbols with name mangling - Fixes GCC vs MSVC struct packing inconsistency, causing Linux server to crash when instrumenting functions Tests: DLL tested in editor on Craggy, SO tested in WSL standalone server (snapshot export fails though)
8 Days Ago
Merge: from mapuploader_retry_exc Fixes an exception when map uploading fails and it tries to incorrectly retry. Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
8 Days Ago
Bugfix: Recache map uploading stream to avoid using a disposed one In the rare event that the first request was sent & failed, it would consume and dispose the stream linked to it, preventing us from using it in the next retry. Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
9 Days Ago
Update: borked linux ServerProfiler.Core It gets loaded, but fails to find an entry point, so it just falls over. I'll continue tomorrow. Tests: built a standalone linux server and tried launching in via WSL - my profiler script throws an exception
9 Days Ago
Update: ServerProfiler.Core separates platform specific code Required for Linux support - still figuring out how to organize msbuild projects Tests: took spanshot in Editor's Craggy, and did a couple start-stops of playing to ensure no errors
10 Days Ago
Clean: fixing typo in "ServerProfiler::AppendNameTo" Noticed when working on now-discarded assembly name skipping Tests: scripts build in editor
11 Days Ago
Clean: remove unused "Profile.cs" script Tests: made sure ditor compiles
11 Days Ago
Update: don't annotate UnityEngine.CoreModule funcs It has a lot of small functions, so it inflates the profile by quite a bit as well as adds overhead to small loops. Tests: tested in editor on Craggy
11 Days Ago
Update: Reduce default frame count for perf snapshot to 4 Going to max(10) by default is too much - on a 150 pop release server that tried to produce 3.5GB json snapshot. I'm expecting 4 to give us a 1 GB profile Tests: took a snapshot on Craggy in editor - it took 4 frames
11 Days Ago
Update: Reduce main buffer relocations when processing generating json snapshot - Also report total marks instead of max to allow predicting how big the snapshot is in case of failure Will help with reducing GC activity on the server, hopefully also reducing the generation time. Tests: locally on Craggy in editor took a couple snapshots - no issues
11 Days Ago
Merge: from main Tests: none
12 Days Ago
Bugfix: Prevent game-object pooling if done mid-scene switch - When MonoBehaviours are being destroyed due to scene switch, it can cause an invalid transform hierarchy modification, causing an error MonoBehaviors can clean up their resources in OnDisable, which can cause them to be pooled - example: AmbienceWaveSounds. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnected - with the fix, had 0 error reports
12 Days Ago
Merge: from main Tests: none
15 Days Ago
Clean: reduce code duplication for BasePlayer.WaterFactor Tests: none, trivial change
15 Days Ago
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15 Days Ago
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15 Days Ago
Update: comments - fixed spelling mistake - added an explanation for invalidation of cached tick state Tests: none, trivial change
16 Days Ago
▄▊▇▇▇▇: ▅▉▋▄▊▄ ▆▌▊▉▍ ▆▄▌▆ ▉▌▉▄▉ ▆▄▄▆ ▌▌▌▌▅▊█▊ ▆▍ ▄▄▌▆██▄ ▅▍▆▄▋▍ - ▌▍█▋ ▌▆▋▄▅ ▉█▆▌▅▇▊▄▄ ▇▍ ▅▌▆▋▉▅▉▉ ▅▅▌▅▅▍▄, ▍▊ ▌▉ ▇█▌▌▉▇ ▄▉▇▊█▌▅▊▋ ▌▍▊▋ ▅▊▋▆▍▄ ▊▆▅ ▌▄█▍▆▉▄ ▉▆▍, ▋▇ ▉ ▉▆▌▊▆, ▊▉▇ ▅▄▆▍▊▍ ▊▆▍▌▌ ▅▍▋▆▆█ ▉▊▊▆▉▄▍▇▊▅ █▇▆ ▋▄▋▋ ▋▄▅▄▉▊ █▆ ▇▅▌▆▊▌, ▄▊▆ ▊▍▌ ▅▉'▄ ▇▉▄▋ ▅▌ ▋▄▋▇▅ ▍▆▅█ ▄▄▅▍▆▍ ▄▅▄ ▇█▋▍▄▄▌▊▆▍(▌▉▉, ▌▆█▊▄▄▌▉▌▋) ▉▌▊▍▊: ▅▇▅▆, ▇▄█▋▅▋▄ ▋▉█▋▆▆▌
16 Days Ago
▌▊▇▅▌: ▉▊▉ █▇▇ ▅▇▊▊ ▆▋▄▋▍▍ ▅▅▄▄▅▊▌▇▆▅ - ▆▌▊▊ ▅▅▋▉▆▇▆▅▅▅ ▊▊▍▍▍ ▌▆▊▋▍▋ ▉▇▅▋▍▌▆▆▆ ▄▇▋▍ ▉▅▍▉▉▊▊▄ ▄▍█▉▋▌▇ ▇▍▉ ▄▋▍▊▌▊▌▇ - █▍▌▍▄▇▌ ▄█▌▍, ▋▅▅▆ ▊▉█▋▅ ▆▍▌▍▇ - ▉▆▄▄ ▌▇▇▊▆ ▅▊▅▅▌▅▊ ▋█▉▇▅█▍█ ▆▅▇▍▊▄▉▅▌▉.▉▄▌▄▉█▉▄▍▍▉ ▉▇▉▊▉, ▉█▇▉▅▄▇▉ ▋▋▍█▄▅▊▉▆▉▇▄▋▊ ▍▄▌▅ █▍ ▍▋ ▋▌ ▇▅▉▄▌▇ ██▊▆▆: ▌▉▅▄▌▇ ▍▆▌▆▉▋▌▉▆▋▄▊█ ▊▄ ▍▄▄▍▉▊ ▋▍▄▌▇▉, █▄▉ ▊▄▊▉▍ █▍▊▋▇▋ █▊▉ █▌▆▊ ▆▍█▄▅, ▆▋▆▇ ▋▇▅▆▇▉▊▅ ▍▍▌▊▊▄█▇▉ ▋▅▅ ▇▊▄▅ ▌ ▆▅▄▉▌▇▌ ▋▄▅▆▊ ▄▇▍▍██▌ - █▍▉▌▄▋▉█▉ ▄▍▄▇ ▄▇▅ ▇▉▊▅▉▍
16 Days Ago
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▊▋▆▋▅: ▊▇▌▋▉ ▊▆▉▋▇ ▍▋▆▉▌ ▅▍▄██▊▇ ▄█▇ ▆▌▍▊▅▄▉▊::▅▊▍▅▄▊▇▌▅▄ ▇▆▄▊ ▅▉▄▋▋▋▇ ▉ ▆▆█▇▆▋▇▍▉ ▇▇▄▅▌, ▌▍▍▇▄▉█▆ ▋▆▆▊▋█▉▇▆▌ ▆▊█▊ ▋▊▇▊▉▆▉▍ ▌▄ ▉▇▊▅▌▇▊ ▌▄ ▍█▅▄▊▄▌(▇▆▄▉▋██▆ ▅▆▍█▍ ▆▋▌█ ▆▅▇▌▇▉▍▆█ ▉█▆▉▉▋▉▋) ▌▆▌▆▆: ▄▌█▍▉▇▅▌ ▌▆▊▋▌ ▉▊▍▍▊▅ ▇▇▌ ▄▍▉ ▊▆▌▆▇█ ▍▅ ▄▄▉██▍. ▊▄▉▋ ▆ ▉▌▋▅ ▍▋▌▉▋▍▍ - ▆▌█▇▍▄▇▊ █▋▊ ▊▋█▅▉ ▉▋▉.
17 Days Ago
Clean: further comments Tests: none, trivial change
17 Days Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
17 Days Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
17 Days Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass
18 Days Ago
Optim: remove dead bots from global tracking - Removed now unnecessary null check when simulating bots Tests: on craggy spawned 15 bots then killed them - counter went up and down accordingly. Flew around 3.5k procmap, gave it a soak test. Both cases no NREs.
18 Days Ago
New: console command to report bot count on the server. Tests: loaded into 3.5k procgen world and used the command
19 Days Ago
Merge: from soundmodulator_leak Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc). Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)