923 Commits over 243 Days - 0.16cph!
Update: Bycicle drops all sound resources when sound definition changes
- Previously it tried to manage lifetime of modulators internally, but since we can pool it'll happen automatically now.
Tests: rode the bike with jumping off during different moments. Noclipped away and back, redid same actions - all stable.
Update: DPV stops all sounds when no longer simulating
In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up.
Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area
Update: MovementSounds releases sound resources on disable
- Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now
Tests: ran in water. Killed self mid run to test onDisable - all good
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup
Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
Bugfix: Ignore sound fadeout requests on retired sounds
Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic.
Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out
Tests: noclipped around Craggy with audio recycling logs on - no NREs
Merge: from item_pooling
Fixes NRE when saving a player that was killed while crafting items and returned items would stack with existing inventory items
Tests: crafted low grade fuel with 1 extra fat in the inventory, killed before finishing the craft and saved the session on the server - no NRE
Merge: from main
Tests: editor build
Clean: remove CancelTask ReturnItems param
Param was always set to true.
Tests: Crafted to completion and with cancellation (voluntary + killing)
Update: rewrite the same bugfix a bit better
- More explicitly explained why it's needed
Tests: none, trivial change
Bugfix: Release items that we've moved from crafting tasks back to inventory.
Tests: Crafted low grade fuel with 4 fat in inventory, then killed self mid-craft and saved - no NRE
Update: GameSetup can load save with double-quotes
Makes it friendly with explorer's "copy as path" action.
Tests: loaded a procedural save
Merge: from main
Tests: none, trivial changes
Update: Implementing retiring of SoundModifier
Tests: none, trivial change
Optim: Recycle footsteps earlier
Previously sound would get recycled when the effect would be destroyed(1.7s), but it happens much later(instead of 0.5s)
Tests: Ran around on craggy - coast, grasslands, water.
Update: Log Sound stop-and-recycle requests
- Log level 3 for Audio
Tests: observed logs when running around (footsteps)
Update: updating audio debug output to make cross-referencing easier
Tests: Rode a zipline on Craggy, was able to track the looping sound
Bugfix: Zipline stops playing audio when reaching the end
This avoids trying to fade out a sound that was already recycled due GO being destroyed by server. Haven't found a better solution.
Tests: on Craggy with sound pooling enabled, used the zipline twice, then noclipped out in the distance, and rode the zipline twice - no NREs. Logs also didn't show double-retire
Update: rewrote the comment
Forgot to press save in VS before submitting.
Tests: none, trivial change
Update: Allow use of client-side commands for GameSetup in Editor context
This simplifies some testing scenarios.
Tests: Boted craggy with a couple client-only debug commands - they changed as required
Update: add sound logging under audio category
Tests: Ran in editor, confirmed output
Merge: from main
Tests: built in editor
Merge: from soundmodulator_leak
Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly.
Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
Bugfix: don't clear modulators when not pooling, fixes zipline NRE
This was caused by my previous fix
Tests: rode the zipline twice on Craggy, then noclipped away from the island, and rode the zipline again - no NREs
Merge: from soundmodulator_leak
Fixing an assert flood on client by hiding a check behind soundpooling switch - this restores original wonky behavior.
Tests: On Craggy, flew around the island with noclip to trigger spawning/despawning of sound entities - didn't see any assertions.
Bugfix: when sound pooling is disabled, don't validate if we own the removed modulator
Originally, it didn't check but tried to return to the pool - this change restores this aspect.
Tests: noclipped on craggy across the entire world to cause entitiy destruction - no asserts
Update: Audio RPC codegen
Missed in my previous commit - support for audio.enablesoundpooling.
Tests: enabled the switch at runtime, produced assertions (expected)
Update: RPC Codegen
Somehow missed it despite generating previously.
Tests: validated that I can dynamically switch it(even if it triggers my asserts - it's intentional)
Merge: from soundmodulator_leak
Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling).
Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.
Merge: from main
Tests: none
Update: Add console switch to enable sound pooling
- Disabled by default while I'm investigating ongoing NREs in the area
Tests: spawned 20 scientists and killed them. Ran around placing 100 barricades. Cut down 2 trees. Telemetry showed no pooled sound modulators.
Merge: from main
Tests: none
Merge: from runtime_profiling_pooling
Fixes pool telemetry flood.
Tests: hacked code to force run pooling telemetry - confirmed reduced telemetry.
Bugfix: Respect profiling pool flush interval for pool telemetry
This caused to send ~100kb every update
Tests: hacked code to run analytics
Merge: from main
Tests: none
merge: from soundmodulator_leak
Tests: Spawned and killed scientists in batches of 10. Previously I would get an NRE on 2nd batch, now doesn't happen after 6.
Bugfix: Don't update disabled sound players
I haven't seen it happen, but it is possible that someone could add a SoundPlayer to the Manager's queue, retire it, and next frame Manager would try to update it triggering an NRE.
Tests: spawned 10 scientists and killed them - no nres, audio was good
Bugfix: recycle sounds used by SoundPlayer when owner is returned to pool
Tests: Killed 60 scientistnpc_patrol in batches of 10 - NRE didn't reproduce.
Merge: from main
Tests: none
Merge: from main
Tests: built all modes, tried to repro 2 previous known bugs - didn't happen.
Merge: from main
Tests: none
Optim: Send trees in batches over multiple frames to avoid spike on player connection
This is experimental, but it seems stable initially. On 4.5k procgen world from a save it took 90ms(very rough numbers, including client-side spawning overhead) in total to send all trees, but each frame 1 player took on average 0.2ms to gather & send data. Also need to fix a bunch of bugs
Tests: Ran craggy in local editor session - no exceptions.
Merge: from main
Tests: built all modes in editor
Merge: from pool_container_telem
Tests: took telem info from craggy, procgen 4.5k and saved procgen map. Built all modes in editor. Built standalone server exe.
Buildfix: properly exclude command from non-editor builds
Tests: built all modes in editor. Built standalone server.
Update: added editor-only print_memory_overhead cmd
- Marked that it gives estimates, not accurate results
Tests: ran on craggy - got simlar results to print_memory
Update: print extra mem held by containers in Pool
Tests: took a couple snapshots on craggy, fresh 4.5k procgen + 4.5k procgen save
Update: Pool can track container capacity memory overhead
- Implemented as an editor-only feature to avoid adding overhead in release
I needed to confirm that we don't keep around giant lists/buffers in the pool.
Tests: entered play mode in editor
Clean: replacing obsolete Pool api usage
Tests: none, trivial change
Merge: from /main/soundmodulator_leak
Tests: spawned car_2mod_01, drove around - pool telemetry stayed stable, audio was good.