userDaniel Pcancel

852 Commits over 243 Days - 0.15cph!

7 Days Ago
Optim: replacing GetWaterLevels hot path with burst jobs - Converted some internal NativeArrays to persistent, lazy growing ones to reduce allocation overhead On a 25 player case shows a 25% improvement/5micros, though the sample size is too small(not enough players to check). I need a good way to test this at larger scales, or these 5min waiting times will murder me. Tests: ran unit tests, ran staging demo multiple times, water checks counters in the expected range.
7 Days Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
7 Days Ago
Merge: from erosion Bringing across TerrainMap NativeArray conversion that I need for my batch checks Tests: reran TerrainMap tests
7 Days Ago
Merge: from main Aligning with erosion branch parent CL Tests: none, no conflicts
7 Days Ago
Update: added GetTopologies jobs for TopologyMap - Also covered with tests - Sprinkled [WriteOnly]/[ReadOnly] attributes into jobs - Fixed constant string allocation in tests Tests: ran unit tests
7 Days Ago
Update: adding WaterMap height sampling burst jobs - Also covered them with tests to validate output against non-job calls Tests: ran unit tests
7 Days Ago
Merge: from terrainmap_nativearray2 - Fixed a bug of invalid reinterpret Bringing across my tests since we're both working on the same thing. Tests: ran the new tests
7 Days Ago
Add: covering TerrainMap public api in tests Prep for switching over to NativeArray Tests: ran the new tests
8 Days Ago
Optim: skip issuing 0-length WaterCollision.GetIgnore jobs Tests: ran unit tests
8 Days Ago
Optim: make TerrainCollision.GetIgnore and WaterCollision.GetIgnore use indirect Burst jobs - Also added a bunch of optim TODOs Starting to build up an indirect collection of methods. Next up will convert related GamePhysics calls Tests: ran unit tests - they passed. Played back staging demo multiple times with analyzedemo - got comparable in-water counts
8 Days Ago
New: add WaterStateProcessor for full server demo analysis - Also redid ViolationProcessor to avoid leaking internal implementation to other files Tracks how many players across all server frames were in water - using it to track consistency of water checks while modifying internals Tests: played back staging demo - got consistent-enough results
8 Days Ago
Merge: froim texttable_allocs Previously merged into Aux, but Aux2 one seems to be more fresh Tests: none, no conflicts
9 Days Ago
Merge: from main Tests: none, no conflicts
9 Days Ago
Merge: from concurrentquueue_leak - Fixes an edge-case on high-pop servers that can cause a 10MB/s garbage allocation rate Tests: validated fix works via synthetic test, then had a 2-player session on craggy to validate network traffic works as intended
9 Days Ago
Clean: remove false-sharing todo Don't have proof of how impactful it is now in this area, so not going to jump the gun for now Tests: none, trivial change
9 Days Ago
Undo: pick the right version of ProjectSettings from history Tests: none, trivial change
9 Days Ago
Undo: revert ProjectSettings Tests: none, trivial change
9 Days Ago
Bugfix/Optim: propagate fix to other ConcurrentQueues in the file Tests: local 2-player session on Craggy in editors
9 Days Ago
Clean: remove the hack test Now that the bug was validated this doesn't serve any purpose Tests: compiled in editor
9 Days Ago
Bugfix/Optim: Don't force ConcurrentQueue to allocate new segments on every push My hack/forced test no longer allocates - now I just need to cover left-over cases of this problem Tests: on Craggy in editor took a snapshot - no more allocs in the forced test area.
9 Days Ago
Hack: improved the runaway test Now I can see it via server profiler - ~90KB across 192 allocs for 192 packets Tests: Craggy in editor, took a snapshot
9 Days Ago
Hack: synthetic test to proc ConcurrentQueue memory runaway Managed to reproduce high memory allocation edge case of ConcurrentQueue. Need to rip it out after applying the fix. Tests: ran the code and checked state of ConcurrentQueue with a debugger
10 Days Ago
Merge: from texttable_allocs - Replacing old TextTable with the new one that allows deferred formatting and avoids allocs Tests: new unit tests and manual invoke of server.playerlistpos and status commands on Craggy
10 Days Ago
Optim: replacing old TextTable with the new one - Updated Server.GetPlayerListPosTable to new APIs Synthetic test of `playerlistpos` for 200 players on Craggy runs in 0.5ms (instead of prev 5ms) and 99% less allocs. Tests: Started Craggy in editor with a synthetic test. Also used a couple TextTable rcon commands
10 Days Ago
Update: make logic match `shouldPadColumns` meaning it was doing the inverted logic before, but didn't affect tests since they used old values before the rename. Tests: ran unit tests.
10 Days Ago
Update: adding extra perf test to track shouldPadColumns influence - Also renamed isForJson to shouldPadColumns Shows 6x perf impact between no pad and pad. Makes sense, since for some types we need to do string formatting and that's heavy. Tests: ran the tests.
10 Days Ago
Update: Add deferred formatting for more types (uint, long, ulong, double, vec3) - Extended tests to cover these cases Tests: ran unit tests
10 Days Ago
Optim: don't allocate when writing values via JsonTextWriter - also exposed a `stringify` param that can avoid string conversion Tests: ran unit tests
10 Days Ago
Update: revert back to Newtonsoft.Json - Temporarily reverted the TextTable in use to original version to validate via tests We have to o many json serialization impls, so going to avoid trying to add a new one. I'll have to check if I can rip out the stale dll or not. Tests: ran the unit tests
13 Days Ago
Update: Replace old TextTable with new - Also did a light convert of `GetPlayerListPosTable` - it was able to handle 300 players instead of 200 in 4.7ms - Updated ServerProfiler to exclude new System.Text.Json assemblies (and a couple extra bits) - built from f5b849e4 Tests: synthetic test in editor via constantly running getplayerlistpos command for 300 players, built server and client standalones(win64), booted server standalone
13 Days Ago
Clean: remove extra comments and finish TODOs Just gotta swap out the implementations and test it all builds/runs Tests: ran tests
13 Days Ago
Optim: store all row values into a continuous aray - Inserts are now 50% faster than the old table, 99% less allocs - ToText is 10% faster than old table, 99% less allocs - ToJson is 47% slower than old table, 99% less allocs Json serialization is a head scratcher - need to look through the utf8jsonwriter. Tests: unit tests
13 Days Ago
Optim: don't serialize bool in memory - we can rely on const strings instead Brings us a smidge closer to original api, but still slower(-12%). Tests: unit tests
13 Days Ago
Optim: allow pre-allocating of columns and rows - Rows were supported previously, but I didn't realize the call was going to the params overload, breaking the optim Inserts are 22% faster now, with 6 allocs per test run (except first run, for what-ever reason - need to explore) instead of previous 12k Tests: unit tests
13 Days Ago
Update: update perf tests to use new apis Rip#2 - was testing old compat apis. And suprisingly, they were faster than new APIs. Well, there's still options that I haven't tapped into. Tests: unit tests
13 Days Ago
Optim: allow user to provide an optim hint if we'll be serializing to json This allows to skip table alignment logic. Still no effect on json perf tests(wat), I'm suspicious. Tests: ran the unit tests.
13 Days Ago
Optim: disable json validation when streaming it with the new table Surprisingly has 0 effect on 4k perf - the bottleneck must be somewhere else. Tests: ran unit tests
13 Days Ago
Bugfix: Fixing json serialization - Switching to System.Text.Json as it allows steamed serialization - Updated binaries, System.Text.Json deps got stale Text serialization is 2x faster in 4k perf test(62.5% less allocs), Json serialization is 12% slower(20% less allocs) Tests: ran the unit tests
13 Days Ago
Bugfix: Fix ToString not aligning correctly for new table - Also increased correctness test data set to 128 rows Float size calculation could be improved, but I'll leave that till later as it's not trivial. Now to fix json serialization Tests: ran the unit tests
13 Days Ago
Update: add deferred formatting overloads to TextTable - Also expanded tests to cover backwards compatibility checks as well as new API correctness checks - Refactored tests as they were becoming unwieldy New API correctness checks are failing - will fix next. Tests: ran new unit tests
14 Days Ago
Optim: Pool internal lists - This is a breaking change - can no longer double call `ToJson` or `ToString` as we clean up resources during it New version is 12k allocs at 4k records test vs 16k allocs. Still loosing on time, but hoping future serialization streaming changes will catch us up. Tests: ran the unit tests
14 Days Ago
Update: store type unions instead of strings as row cell Right now this is a pessimization(-25% perf on 4k "Record" test) - we do more work to manage it, but it should open up more optim opportunities. Tests: ran the now correct unit tests
14 Days Ago
Bugfix: fixing unit tests Rip. Missed the fact that unit tests were runnin on empty data. At least there weren't any issues with previous optims. Tests: rajn the unit tests
14 Days Ago
Optim: avoid row allocations Tests: ran unit tests
14 Days Ago
Optim: get rid of small Column allocs - also removed all private qualifiers Tests: ran unit tests
14 Days Ago
Update: set out optim plans - reuse string builder via pool - Renamed TextTableOriginal to TextTableNew (otherwise I'll accidentally break the game before I mean it) Tests: none, trivial changes
14 Days Ago
Update: initial test setup to validate optimizations for TextTable Tests: ran the new unit and perf tests
15 Days Ago
Merge: from eventrecord_allocs - Reduces the number of allocations caused by our server-side analytics - New "analytics.small_buffer_send_limit" persistent ServerVar to reduce task scheduling overhead. Set -1 to return original behavior. Tests: ran existing analytics unit tests, booted server in editor.
15 Days Ago
Merge: from main Tests: none, no conflicts
15 Days Ago
Clean: remove my testing setup Test: none, trivial change